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-rw-r--r--src/Entities/Entity.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index bb6efcbbd..282e8368a 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -57,7 +57,7 @@ struct TakeDamageInfo
eDamageType DamageType; // Where does the damage come from? Being hit / on fire / contact with cactus / ...
cEntity * Attacker; // The attacking entity; valid only for dtAttack
int RawDamage; // What damage would the receiver get without any armor. Usually: attacker mob type + weapons
- int FinalDamage; // What actual damage will be received. Usually: m_RawDamage minus armor
+ float FinalDamage; // What actual damage will be received. Usually: m_RawDamage minus armor
Vector3d Knockback; // The amount and direction of knockback received from the damage
// TODO: Effects - list of effects that the hit is causing. Unknown representation yet
} ;
@@ -279,7 +279,7 @@ public:
void TakeDamage(eDamageType a_DamageType, UInt32 a_Attacker, int a_RawDamage, double a_KnockbackAmount);
/** Makes this entity take the specified damage. The values are packed into a TDI, knockback calculated, then sent through DoTakeDamage() */
- void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount);
+ void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, float a_FinalDamage, double a_KnockbackAmount);
float GetGravity(void) const { return m_Gravity; }