Improved knockback animation
* Critical hits now actually increase damage * Looking down at an entity and hitting them still produces upwards motion (as per Vanilla experience) * Reduced force to be more realistic
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1014c737a4
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@ -246,7 +246,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
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}
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Heading.y += 3;
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Heading.y = 2;
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TDI.Knockback = Heading * a_KnockbackAmount;
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DoTakeDamage(TDI);
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@ -307,7 +307,7 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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// IsOnGround() only is false if the player is moving downwards
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if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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{
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a_TDI.FinalDamage + 2;
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a_TDI.FinalDamage += 2;
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m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
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}
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}
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@ -321,7 +321,7 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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m_Health = 0;
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}
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AddSpeed(a_TDI.Knockback * 3);
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AddSpeed(a_TDI.Knockback * 2);
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT);
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