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Living: added calculateFallDamage()
to clean up the way that fall damage is handled for flying players; also, onHitGround() isn't only doing fall damage things these days.
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@ -305,8 +305,12 @@ abstract class Living extends Entity{
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}
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}
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protected function calculateFallDamage(float $fallDistance) : float{
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return ceil($fallDistance - 3 - (($jumpBoost = $this->effectManager->get(VanillaEffects::JUMP_BOOST())) !== null ? $jumpBoost->getEffectLevel() : 0));
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}
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protected function onHitGround() : void{
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$damage = ceil($this->fallDistance - 3 - (($jumpBoost = $this->effectManager->get(VanillaEffects::JUMP_BOOST())) !== null ? $jumpBoost->getEffectLevel() : 0));
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$damage = $this->calculateFallDamage($this->fallDistance);
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if($damage > 0){
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$ev = new EntityDamageEvent($this, EntityDamageEvent::CAUSE_FALL, $damage);
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$this->attack($ev);
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@ -1200,10 +1200,8 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
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$this->sendPosition($from, $from->yaw, $from->pitch, MovePlayerPacket::MODE_RESET);
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}
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protected function onHitGround() : void{
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if(!$this->flying){
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parent::onHitGround();
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}
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protected function calculateFallDamage(float $fallDistance) : float{
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return $this->flying ? 0 : parent::calculateFallDamage($fallDistance);
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}
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public function jump() : void{
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