diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/Player.cpp | 51 |
1 files changed, 38 insertions, 13 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 035973a16..95ee8b39d 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -584,12 +584,11 @@ void cPlayer::FoodPoison(int a_NumTicks) m_FoodPoisonedTicksRemaining = std::max(m_FoodPoisonedTicksRemaining, a_NumTicks); if (!HasBeenFoodPoisoned) { - m_World->BroadcastRemoveEntityEffect(*this, cEntityEffect::efHunger); SendHealth(); } else { - m_World->BroadcastEntityEffect(*this, cEntityEffect::efHunger, 0, 400); // Give the player the "Hunger" effect for 20 seconds. + AddEntityEffect(cEntityEffect::efHunger, cEntityEffect(0, 400)); // Give the player the "Hunger" effect for 20 seconds. } } @@ -1887,6 +1886,43 @@ void cPlayer::TickBurning(cChunk & a_Chunk) +void cPlayer::HandleEntityEffects(cEntityEffect::eType a_EffectType, cEntityEffect a_Effect) +{ + switch (a_EffectType) + { + // Effects whose behaviors are overridden + case cEntityEffect::efMiningFatigue: + { + // TODO: Implement me! + return; + } + case cEntityEffect::efHunger: + { + m_FoodExhaustionLevel += 0.025; // 0.5 per second = 0.025 per tick + return; + } + case cEntityEffect::efSaturation: + { + // Increase saturation 1 per tick, adds 1 for every increase in level + m_FoodSaturationLevel += (1 + a_Effect.GetIntensity()); + return; + } + + // Client-side-only effects + case cEntityEffect::efNausia: + case cEntityEffect::efNightVision: + { + return; + } + } + + super::HandleEntityEffects(a_EffectType, a_Effect); +} + + + + + void cPlayer::HandleFood(void) { // Ref.: http://www.minecraftwiki.net/wiki/Hunger @@ -1921,17 +1957,6 @@ void cPlayer::HandleFood(void) } } } - - // Apply food poisoning food exhaustion: - if (m_FoodPoisonedTicksRemaining > 0) - { - m_FoodPoisonedTicksRemaining--; - m_FoodExhaustionLevel += 0.025; // 0.5 per second = 0.025 per tick - } - else - { - m_World->BroadcastRemoveEntityEffect(*this, cEntityEffect::efHunger); // Remove the "Hunger" effect. - } // Apply food exhaustion that has accumulated: if (m_FoodExhaustionLevel >= 4) |