Moved Boost into the class it belongs to & improved it a bit (#1669)
* Moved Boost into the class it belongs to. Added a vertical flight amplification. Changed the conditions to allow for negative boost. TODO: jumping with boost still feels unnatural (too steep compared to sprint) TODO: vertical movement seems only possible by directly modifying motionY which can escalate quickly * Reformat
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2 changed files with 22 additions and 26 deletions
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@ -1,12 +1,11 @@
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package WayofTime.bloodmagic.util.handler.event;
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import WayofTime.bloodmagic.BloodMagic;
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import WayofTime.bloodmagic.util.Constants;
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import WayofTime.bloodmagic.livingArmour.LivingArmourUpgrade;
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import WayofTime.bloodmagic.core.RegistrarBloodMagic;
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import WayofTime.bloodmagic.item.armour.ItemLivingArmour;
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import WayofTime.bloodmagic.item.soul.ItemSentientBow;
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import WayofTime.bloodmagic.livingArmour.LivingArmour;
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import WayofTime.bloodmagic.livingArmour.LivingArmourUpgrade;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeCrippledArm;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeQuenched;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeSlowHeal;
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@ -16,6 +15,7 @@ import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerFallProtect;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerGrimReaperSprint;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerJump;
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import WayofTime.bloodmagic.livingArmour.upgrade.*;
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import WayofTime.bloodmagic.util.Constants;
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import net.minecraft.enchantment.EnchantmentHelper;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.player.EntityPlayer;
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@ -247,15 +247,8 @@ public class LivingArmourHandler {
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}
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}
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if (event.getEntityLiving().isPotionActive(RegistrarBloodMagic.BOOST)) {
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int i = event.getEntityLiving().getActivePotionEffect(RegistrarBloodMagic.BOOST).getAmplifier();
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{
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percentIncrease += (i + 1) * 0.5f;
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}
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}
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if (percentIncrease > 0 && (player.onGround || player.capabilities.isFlying) && (Math.abs(player.moveForward) > 0 || Math.abs(player.moveStrafing) > 0)) {
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player.travel(player.moveStrafing * percentIncrease, 0, player.moveForward * percentIncrease);
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if (percentIncrease != 0 && (player.onGround || player.capabilities.isFlying) && (Math.abs(player.moveForward) > 0 || Math.abs(player.moveStrafing) > 0)) {
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player.travel(player.moveStrafing * percentIncrease, player.capabilities.isFlying ? player.moveVertical * percentIncrease : 0, player.moveForward * percentIncrease);
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}
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}
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}
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