Fixed MSVC compilation.
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@@ -114,14 +114,14 @@ void cPawn::HandleEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect
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case cEntityEffect::effInstantHealth:
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{
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// Base heal = 6, doubles for every increase in intensity
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Heal(6 * std::pow(2, a_Effect.GetIntensity()) * a_Effect.GetDistanceModifier());
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Heal((int)(6 * std::pow(2.0, a_Effect.GetIntensity()) * a_Effect.GetDistanceModifier()));
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return;
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}
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case cEntityEffect::effInstantDamage:
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{
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// Base damage = 6, doubles for every increase in intensity
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int damage = 6 * std::pow(2, a_Effect.GetIntensity());
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TakeDamage(dtPotionOfHarming, a_Effect.GetUser(), damage * a_Effect.GetDistanceModifier(), 0);
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int damage = (int)(6 * std::pow(2.0, a_Effect.GetIntensity()) * a_Effect.GetDistanceModifier());
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TakeDamage(dtPotionOfHarming, a_Effect.GetUser(), damage, 0);
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return;
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}
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case cEntityEffect::effStrength:
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@@ -132,7 +132,7 @@ void cPawn::HandleEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect
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case cEntityEffect::effWeakness:
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{
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// Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
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//double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
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// double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
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// TODO: Implement me!
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// TODO: Weakened villager zombies can be turned back to villagers with the god apple
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@@ -143,6 +143,7 @@ void cPawn::HandleEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect
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// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
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int frequency = std::floor(50.0 / (double)(a_Effect.GetIntensity() + 1));
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// TODO: The counter needs to be specific to one cPawn, make it a member variable.
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static short counter = 0;
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if (++counter >= frequency)
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{
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@@ -157,6 +158,7 @@ void cPawn::HandleEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect
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// Poison frequency = 25 ticks, divided by potion level (Poison II = 12 ticks)
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int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
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// TODO: The counter needs to be specific to one cPawn, make it a member variable.
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static short counter = 0;
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if (++counter >= frequency)
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{
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@@ -175,6 +177,7 @@ void cPawn::HandleEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect
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// Poison frequency = 40 ticks, divided by effect level (Wither II = 20 ticks)
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int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
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// TODO: The counter needs to be specific to one cPawn, make it a member variable.
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static short counter = 0;
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if (++counter >= frequency)
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{
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