fix: neoapps dysfunctional build script
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@@ -275,10 +275,10 @@ void Zombie::dropRareDeathLoot(int rareLootLevel)
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switch (random->nextInt(3))
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{
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case 0:
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spawnAtLocation(Item::ironIngot_Id, 1);
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spawnAtLocation(Item::iron_ingot_Id, 1);
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break;
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case 1:
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spawnAtLocation(Item::carrots_Id, 1);
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spawnAtLocation(Item::carrot_Id, 1);
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break;
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case 2:
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spawnAtLocation(Item::potato_Id, 1);
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@@ -295,11 +295,11 @@ void Zombie::populateDefaultEquipmentSlots()
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int rand = random->nextInt(3);
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if (rand == 0)
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{
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setEquippedSlot(SLOT_WEAPON, std::make_shared<ItemInstance>(Item::sword_iron));
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setEquippedSlot(SLOT_WEAPON, std::make_shared<ItemInstance>(Item::iron_sword));
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}
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else
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{
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setEquippedSlot(SLOT_WEAPON, std::make_shared<ItemInstance>(Item::shovel_iron));
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setEquippedSlot(SLOT_WEAPON, std::make_shared<ItemInstance>(Item::iron_shovel));
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}
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}
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}
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@@ -430,7 +430,7 @@ bool Zombie::mobInteract(shared_ptr<Player> player)
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{
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shared_ptr<ItemInstance> item = player->getSelectedItem();
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if (item != nullptr && item->getItem() == Item::apple_gold && item->getAuxValue() == 0 && isVillager() && hasEffect(MobEffect::weakness))
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if (item != nullptr && item->getItem() == Item::golden_apple && item->getAuxValue() == 0 && isVillager() && hasEffect(MobEffect::weakness))
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{
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if (!player->abilities.instabuild) item->count--;
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if (item->count <= 0)
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@@ -515,7 +515,7 @@ int Zombie::getConversionProgress()
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{
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int tile = level->getTile(xx, yy, zz);
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if (tile == Tile::ironFence_Id || tile == Tile::bed_Id)
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if (tile == Tile::iron_bars_Id || tile == Tile::bed_Id)
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{
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if (random->nextFloat() < 0.3f) amount++;
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specialBlocksCount++;
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