Added more enchantments and some fixes
- Removed Debug messages - Added Punch enchantment effect - Added Silk Touch enchantment - Added Unbreaking enchantment effect
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@@ -316,7 +316,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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// IsOnGround() only is false if the player is moving downwards
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// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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// Thanks to daniel0916
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cEnchantments Enchantments = Player->GetEquippedItem().m_Enchantments;
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int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness);
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@@ -372,8 +372,27 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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BurnTicks += 4 * (FireAspectLevel - 1);
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}
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if (!IsMob() && !IsSubmerged() && !IsSwimming())
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{
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StartBurning(BurnTicks * 20);
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}
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else if (IsMob() && !IsSubmerged() && !IsSwimming())
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{
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cMonster * Monster = (cMonster *)this;
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switch (Monster->GetMobType())
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{
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case cMonster::mtGhast:
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case cMonster::mtZombiePigman:
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case cMonster::mtMagmaCube:
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{
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break;
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};
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default:StartBurning(BurnTicks * 20);
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}
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}
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StartBurning(BurnTicks * 20);
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}
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if (!Player->IsOnGround())
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@@ -410,7 +429,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
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default: break;
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}
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AddSpeed(a_TDI.Knockback + AdditionalSpeed);
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SetSpeed(a_TDI.Knockback + AdditionalSpeed);
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}
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m_World->BroadcastEntityStatus(*this, esGenericHurt);
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