Arrows deal damage based on their speed.
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@ -345,7 +345,8 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
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cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2)
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m_DamageCoeff(2),
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m_IsCritical(false)
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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@ -361,7 +362,8 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2)
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m_DamageCoeff(2),
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m_IsCritical((a_Force >= 1))
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{
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}
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@ -401,8 +403,12 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit)
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return;
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}
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// TODO: The damage dealt should be based on arrow speed in addition to the damage coeff
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a_EntityHit.TakeDamage(dtRangedAttack, this, (int)(2.5 * m_DamageCoeff), 1);
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int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
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if (m_IsCritical)
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{
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Damage += m_World->GetTickRandomNumber(Damage / 2 + 2);
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}
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
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Destroy();
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}
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@ -141,6 +141,9 @@ protected:
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/// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow
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double m_DamageCoeff;
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/// If true, the arrow deals more damage
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bool m_IsCritical;
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// cProjectileEntity overrides:
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void OnHitEntity(cEntity & a_EntityHit) override;
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