Implement food poisoning damage properly~
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3ad5b30ea5
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2827542002
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@ -12,7 +12,7 @@ mcl_damage = {
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cactus = {},
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cactus = {},
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fall = {bypasses_armor = true},
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fall = {bypasses_armor = true},
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fly_into_wall = {bypasses_armor = true}, -- unused
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fly_into_wall = {bypasses_armor = true}, -- unused
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out_of_world = {bypasses_armor = true, bypasses_invulnerability = true, bypasses_magic = true},
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out_of_world = {bypasses_armor = true, bypasses_invulnerability = true},
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generic = {bypasses_armor = true},
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generic = {bypasses_armor = true},
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magic = {is_magic = true, bypasses_armor = true},
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magic = {is_magic = true, bypasses_armor = true},
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wither = {bypasses_armor = true}, -- unused
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wither = {bypasses_armor = true}, -- unused
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@ -25,8 +25,8 @@ mcl_damage = {
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fireball = {is_projectile = true, is_fire = true},
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fireball = {is_projectile = true, is_fire = true},
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thorns = {is_magic = true},
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thorns = {is_magic = true},
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explosion = {is_explosion = true},
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explosion = {is_explosion = true},
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cramming = {bypasses_armor = true},
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cramming = {bypasses_armor = true}, -- unused
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fireworks = {is_explosion = true},
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fireworks = {is_explosion = true}, -- unused
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}
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}
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}
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}
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@ -110,10 +110,7 @@ local function poisonp(tick, time, time_left, damage, exhaustion, name)
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-- Deal damage and exhaust player
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-- Deal damage and exhaust player
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-- TODO: Introduce fatal poison at higher difficulties
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-- TODO: Introduce fatal poison at higher difficulties
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if player:get_hp()-damage > 0 then
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if player:get_hp()-damage > 0 then
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if mod_death_messages then
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mcl_util.deal_damage(player, damage, {type = "hunger"})
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mcl_death_messages.player_damage(player, S("@1 succumbed to the poison.", name))
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end
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player:set_hp(player:get_hp()-damage)
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end
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end
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mcl_hunger.exhaust(name, exhaustion)
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mcl_hunger.exhaust(name, exhaustion)
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