Make dungeon masters though and make oerkkis disappear when they get to you (because hitting them doesn't work for some unknown reason)
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@ -1574,7 +1574,7 @@ void Client::clickActiveObject(u8 button, u16 id, u16 item_i)
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v3f dir = (objpos - playerpos).normalize();
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bool disable_send = obj->directReportPunch(toolname, dir);
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if(disable_send)
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return;
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}
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@ -606,7 +606,7 @@ void Oerkki1CAO::step(float dtime, ClientEnvironment *env)
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v2f playerpos_2d(playerpos.X,playerpos.Z);
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v2f objectpos_2d(m_position.X,m_position.Z);
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if(fabs(m_position.Y - playerpos.Y) < 3.0*BS &&
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if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
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objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
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{
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if(m_attack_interval.step(dtime, 0.5))
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@ -709,6 +709,18 @@ void Oerkki1CAO::initialize(const std::string &data)
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updateNodePos();
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}
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bool Oerkki1CAO::directReportPunch(const std::string &toolname, v3f dir)
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{
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m_damage_visual_timer = 1.0;
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m_position += dir * BS;
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pos_translator.sharpen();
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pos_translator.update(m_position);
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updateNodePos();
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return false;
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}
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/*
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FireflyCAO
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*/
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@ -1003,9 +1015,9 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
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v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
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cam_to_mob.normalize();
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int col = 0;
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if(cam_to_mob.Y > 0.7)
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if(cam_to_mob.Y > 0.75)
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col = 5;
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else if(cam_to_mob.Y < -0.7)
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else if(cam_to_mob.Y < -0.75)
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col = 4;
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else{
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float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / M_PI * 180.;
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@ -248,6 +248,9 @@ public:
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{return pos_translator.vect_show;}
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//{return m_position;}
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// If returns true, punch will not be sent to the server
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bool directReportPunch(const std::string &toolname, v3f dir);
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private:
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IntervalLimiter m_attack_interval;
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core::aabbox3d<f32> m_selection_box;
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@ -523,13 +523,14 @@ void Oerkki1SAO::step(float dtime, bool send_recommended)
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Player *player = *i;
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v3f playerpos = player->getPosition();
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f32 dist = m_base_position.getDistanceFrom(playerpos);
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if(dist < BS*1.45)
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if(dist < BS*0.6)
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{
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m_removed = true;
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return;
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player_is_too_close = true;
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near_player_pos = playerpos;
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break;
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}
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else if(dist < BS*15.0)
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else if(dist < BS*15.0 && !player_is_too_close)
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{
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player_is_close = true;
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near_player_pos = playerpos;
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@ -681,7 +682,7 @@ u16 Oerkki1SAO::punch(const std::string &toolname, v3f dir)
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{
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m_speed_f += dir*12*BS;
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u16 amount = 5;
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u16 amount = 20;
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doDamage(amount);
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return 65536/100;
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}
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@ -917,7 +918,9 @@ MobV2SAO::MobV2SAO(ServerEnvironment *env, u16 id, v3f pos,
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m_shooting(false),
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m_shooting_timer(0),
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m_falling(false),
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m_disturb_timer(100000)
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m_disturb_timer(100000),
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m_random_disturb_timer(0),
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m_shoot_y(0)
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{
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ServerActiveObject::registerType(getType(), create);
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@ -1073,18 +1076,46 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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return;
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}
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m_random_disturb_timer += dtime;
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if(m_random_disturb_timer >= 5.0)
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{
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m_random_disturb_timer = 0;
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// Check connected players
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core::list<Player*> players = m_env->getPlayers(true);
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core::list<Player*>::Iterator i;
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for(i = players.begin();
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i != players.end(); i++)
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{
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Player *player = *i;
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v3f playerpos = player->getPosition();
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f32 dist = m_base_position.getDistanceFrom(playerpos);
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if(dist < BS*16)
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{
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if(myrand_range(0,2) == 0){
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dstream<<"ACTION: id="<<m_id<<" got randomly disturbed by "
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<<player->getName()<<std::endl;
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m_disturbing_player = player->getName();
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m_disturb_timer = 0;
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break;
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}
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}
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}
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}
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Player *disturbing_player =
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m_env->getPlayer(m_disturbing_player.c_str());
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v3f disturbing_player_off = v3f(0,1,0);
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v3f disturbing_player_norm = v3f(0,1,0);
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float disturbing_player_distance = 1000000;
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float disturbing_player_dir = 0;
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if(disturbing_player){
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disturbing_player_off =
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disturbing_player->getPosition() - m_base_position;
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disturbing_player_distance = disturbing_player_off.getLength();
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disturbing_player_off.normalize();
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disturbing_player_dir = 180./M_PI*atan2(disturbing_player_off.Z,
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disturbing_player_off.X);
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disturbing_player_norm = disturbing_player_off;
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disturbing_player_norm.normalize();
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disturbing_player_dir = 180./M_PI*atan2(disturbing_player_norm.Z,
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disturbing_player_norm.X);
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}
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m_disturb_timer += dtime;
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@ -1100,6 +1131,8 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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shoot_pos.Y += m_properties->getFloat("shoot_y") * BS;
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if(shoot_type == "fireball"){
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v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
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dir.Y = m_shoot_y;
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dir.normalize();
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v3f speed = dir * BS * 10.0;
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v3f pos = m_base_position + shoot_pos;
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dstream<<__FUNCTION_NAME<<": Shooting fireball from "<<PP(pos)
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@ -1130,13 +1163,16 @@ void MobV2SAO::step(float dtime, bool send_recommended)
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if(m_disturb_timer <= 15.0)
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reload_time = 3.0;
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if(m_shoot_reload_timer >= reload_time && !m_next_pos_exists)
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if(!m_shooting && m_shoot_reload_timer >= reload_time &&
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!m_next_pos_exists)
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{
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m_shoot_y = 0;
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if(m_disturb_timer < 30.0 && disturbing_player &&
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disturbing_player_distance < 16*BS &&
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fabs(disturbing_player_off.Y) < 5*BS){
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fabs(disturbing_player_norm.Y) < 0.8){
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m_yaw = disturbing_player_dir;
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sendPosition();
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m_shoot_y += disturbing_player_norm.Y;
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}
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m_shoot_reload_timer = 0.0;
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m_shooting = true;
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@ -1292,9 +1328,13 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
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{
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assert(m_env);
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Map *map = &m_env->getMap();
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dstream<<"ACTION: "<<playername<<" punches id="<<m_id
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<<" with a \""<<toolname<<"\""<<std::endl;
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m_disturb_timer = 0;
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m_disturbing_player = playername;
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m_next_pos_exists = false; // Cancel moving immediately
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m_yaw = wrapDegrees_180(180./M_PI*atan2(dir.Z, dir.X) + 180.);
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v3f new_base_position = m_base_position + dir * BS;
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@ -1313,14 +1353,13 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
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sendPosition();
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u16 amount = 2;
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dstream<<"id="<<m_id<<": punch with \""<<toolname<<"\""<<std::endl;
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/* See tool names in inventory.h */
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if(toolname == "WSword")
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amount = 4;
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if(toolname == "STSword")
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amount = 7;
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amount = 6;
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if(toolname == "SteelSword")
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amount = 10;
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amount = 8;
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if(toolname == "STAxe")
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amount = 3;
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if(toolname == "SteelAxe")
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@ -186,6 +186,8 @@ private:
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bool m_falling;
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float m_disturb_timer;
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std::string m_disturbing_player;
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float m_random_disturb_timer;
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float m_shoot_y;
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Settings *m_properties;
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};
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@ -647,7 +647,7 @@ static void getMob_dungeon_master(Settings &properties)
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{
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properties.set("looks", "dungeon_master");
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properties.setFloat("yaw", 1.57);
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properties.setFloat("hp", 20);
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properties.setFloat("hp", 30);
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properties.setBool("bright_shooting", true);
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properties.set("shoot_type", "fireball");
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properties.set("shoot_y", "0.7");
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