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Ice: Implement other acceleration for ice
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@@ -103,7 +103,7 @@ void ItemEntity::tick()
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dragFactor = 0.588f;
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TileID tile = m_pLevel->getTile(Mth::floor(m_pos.x), Mth::floor(m_hitbox.min.y) - 1, Mth::floor(m_pos.z));
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if (tile > 0)
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dragFactor = Tile::tiles[tile]->field_30 * 0.98f;
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dragFactor = Tile::tiles[tile]->m_acceleration * 0.98f;
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}
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m_vel.x *= dragFactor;
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@@ -519,7 +519,7 @@ void Mob::travel(float a2, float a3)
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if (tile <= 0)
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_x1 = 0.546f;
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else
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_x1 = Tile::tiles[tile]->field_30 * 0.91f;
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_x1 = Tile::tiles[tile]->m_acceleration * 0.91f;
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assert(_x1 != 0.0f);
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@@ -542,7 +542,7 @@ void Mob::travel(float a2, float a3)
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if (tile <= 0)
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dragFactor = 0.546f;
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else
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dragFactor = Tile::tiles[tile]->field_30 * 0.91f;
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dragFactor = Tile::tiles[tile]->m_acceleration * 0.91f;
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}
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if (onLadder())
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@@ -12,6 +12,7 @@
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IceTile::IceTile(int a, int b, Material* c) : HalfTransparentTile(a, b, c)
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{
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setTicking(true);
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m_acceleration = 1;
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}
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int IceTile::getRenderLayer()
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@@ -65,7 +65,7 @@ void Tile::_init()
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m_TextureFrame = 1;
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m_pSound = nullptr;
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field_28 = 1.0f;
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field_30 = 0.6f;
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m_acceleration = 0.6f;
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m_hardness = 0.0f;
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m_blastResistance = 0.0f;
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m_descriptionID = "";
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@@ -222,7 +222,7 @@ public:
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const SoundType* m_pSound;
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float field_28;
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Material* m_pMaterial;
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float field_30;
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float m_acceleration;
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float m_hardness;
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float m_blastResistance;
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AABB m_aabbReturned;
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