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Posted

...EntityPlayer#damageEntity(DamageSource damageSrc, float damageAmount) : 1135 - 1138

 

if (damageAmount < 3.4028235E37F)
{
    this.addStat(StatList.damageTakenStat, Math.round(damageAmount * 10.0F));
}

 

If the damage taken is high enough, you will not receive "damageTaken" statistic?

I mean, seriously - why would there be such statement there? Damage taken is damage taken, doesn't matter how much.

 

Is this next "wtf vanilla" stuff?

 

EDIT: Before you start asking: I am heavily modifying damaging/armor systems, need to recreate some vanilla behaviours.

1.7.10 is no longer supported by forge, you are on your own.

3.4028235E37F

is equivalent to

Float.MAX_VALUE / 10

, so multiplying it by

10.0F

produces

Float.MAX_VALUE

. Anything larger than that would overflow.

 

I'm not entirely sure why it's multiplied by 10 before rounding to an integer or why it doesn't use a

double

instead of a

float

to store the pre-rounded value.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

Jesus Christ, Mother's mercy, God save The Queen, Long live The King. I missed "E" symbol. (to be fair I didn't look much).

 

Vanilla 1, Ernio 0...

1.7.10 is no longer supported by forge, you are on your own.

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