Entity effect type: use 'eff' as a prefix instead of 'ef'
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@@ -63,7 +63,7 @@ void cPawn::KilledBy(cEntity *a_Killer)
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void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
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{
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if (a_EffectType == cEntityEffect::efNoEffect)
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if (a_EffectType == cEntityEffect::effNoEffect)
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{
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return;
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}
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@@ -112,7 +112,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
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switch (a_EffectType)
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{
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// Default effect behaviors
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case cEntityEffect::efInstantHealth:
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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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@@ -120,7 +120,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
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// TODO: Harms undead
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return;
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}
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case cEntityEffect::efInstantDamage:
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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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@@ -129,12 +129,12 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
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// TODO: Heals undead
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return;
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}
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case cEntityEffect::efStrength:
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case cEntityEffect::effStrength:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efWeakness:
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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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@@ -143,7 +143,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
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// TODO: Weakened villager zombies can be turned back to villagers with the god apple
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return;
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}
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case cEntityEffect::efRegeneration:
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case cEntityEffect::effRegeneration:
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{
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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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@@ -158,7 +158,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
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// TODO: Doesn't effect undead
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return;
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}
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case cEntityEffect::efPoison:
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case cEntityEffect::effPoison:
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{
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// Poison frequency = 25 ticks, divided by potion level (Poison II = 25 ticks)
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int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
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@@ -177,17 +177,17 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
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// TODO: Doesn't effect undead or spiders
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return;
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}
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case cEntityEffect::efFireResistance:
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case cEntityEffect::effFireResistance:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efSpeed:
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case cEntityEffect::effSpeed:
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{
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// TODO: Implement me!
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return;
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}
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case cEntityEffect::efSlowness:
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case cEntityEffect::effSlowness:
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{
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// TODO: Implement me!
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return;
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