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-rw-r--r--src/Entities/Entity.cpp33
1 files changed, 9 insertions, 24 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 38443793e..956534856 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -306,38 +306,22 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_RawDamage, double a_KnockbackAmount)
{
- class cFindEntity : public cEntityCallback
- {
- public:
-
- cEntity * m_Entity;
- eDamageType m_DamageType;
- int m_RawDamage;
- double m_KnockbackAmount;
-
- virtual bool Item(cEntity * a_Attacker) override
+ m_World->DoWithEntityByID(a_AttackerID, [=](cEntity & a_Attacker)
{
cPawn * Attacker;
- if (a_Attacker->IsPawn())
+ if (a_Attacker.IsPawn())
{
- Attacker = static_cast<cPawn*>(a_Attacker);
+ Attacker = static_cast<cPawn*>(&a_Attacker);
}
else
{
Attacker = nullptr;
}
-
- m_Entity->TakeDamage(m_DamageType, Attacker, m_RawDamage, m_KnockbackAmount);
+ TakeDamage(a_DamageType, Attacker, a_RawDamage, a_KnockbackAmount);
return true;
}
- } Callback;
-
- Callback.m_Entity = this;
- Callback.m_DamageType = a_DamageType;
- Callback.m_RawDamage = a_RawDamage;
- Callback.m_KnockbackAmount = a_KnockbackAmount;
- m_World->DoWithEntityByID(a_AttackerID, Callback);
+ );
}
@@ -668,7 +652,7 @@ bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
- int TotalEPF = 0.0;
+ int TotalEPF = 0;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
@@ -1684,7 +1668,8 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
m_IsSwimming = IsBlockWater(BlockIn);
// Check if the player is submerged:
- VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn));
+ int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
+ VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn));
m_IsSubmerged = IsBlockWater(BlockIn);
}
@@ -1716,7 +1701,7 @@ void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
void cEntity::HandleAir(void)
{
// Ref.: https://minecraft.gamepedia.com/Chunk_format
- // See if the entity is /submerged/ water (block above is water)
+ // See if the entity is /submerged/ water (head is in water)
// Get the type of block the entity is standing in:
int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration));