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Entity effect type: use 'eff' as a prefix instead of 'ef'

This commit is contained in:
archshift
2014-06-08 03:27:22 -07:00
parent 58f35af6e7
commit 73cea7065d
5 changed files with 74 additions and 74 deletions

View File

@@ -63,7 +63,7 @@ void cPawn::KilledBy(cEntity *a_Killer)
void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect)
{
if (a_EffectType == cEntityEffect::efNoEffect)
if (a_EffectType == cEntityEffect::effNoEffect)
{
return;
}
@@ -112,7 +112,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
switch (a_EffectType)
{
// Default effect behaviors
case cEntityEffect::efInstantHealth:
case cEntityEffect::effInstantHealth:
{
// Base heal = 6, doubles for every increase in intensity
Heal(6 * std::pow(2, a_Effect.GetIntensity()) * a_Effect.GetDistanceModifier());
@@ -120,7 +120,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
// TODO: Harms undead
return;
}
case cEntityEffect::efInstantDamage:
case cEntityEffect::effInstantDamage:
{
// Base damage = 6, doubles for every increase in intensity
int damage = 6 * std::pow(2, a_Effect.GetIntensity());
@@ -129,12 +129,12 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
// TODO: Heals undead
return;
}
case cEntityEffect::efStrength:
case cEntityEffect::effStrength:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efWeakness:
case cEntityEffect::effWeakness:
{
// Damage reduction = 0.5 damage, multiplied by potion level (Weakness II = 1 damage)
//double dmg_reduc = 0.5 * (a_Effect.GetIntensity() + 1);
@@ -143,7 +143,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
// TODO: Weakened villager zombies can be turned back to villagers with the god apple
return;
}
case cEntityEffect::efRegeneration:
case cEntityEffect::effRegeneration:
{
// Regen frequency = 50 ticks, divided by potion level (Regen II = 25 ticks)
int frequency = std::floor(50.0 / (double)(a_Effect.GetIntensity() + 1));
@@ -158,7 +158,7 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
// TODO: Doesn't effect undead
return;
}
case cEntityEffect::efPoison:
case cEntityEffect::effPoison:
{
// Poison frequency = 25 ticks, divided by potion level (Poison II = 25 ticks)
int frequency = std::floor(25.0 / (double)(a_Effect.GetIntensity() + 1));
@@ -177,17 +177,17 @@ void cPawn::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect
// TODO: Doesn't effect undead or spiders
return;
}
case cEntityEffect::efFireResistance:
case cEntityEffect::effFireResistance:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efSpeed:
case cEntityEffect::effSpeed:
{
// TODO: Implement me!
return;
}
case cEntityEffect::efSlowness:
case cEntityEffect::effSlowness:
{
// TODO: Implement me!
return;