2014-06-06 03:16:33 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SplashPotionEntity.h"
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2014-06-08 21:14:34 -04:00
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#include "Pawn.h"
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2014-06-06 03:16:33 -04:00
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2014-06-08 00:56:01 -04:00
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cSplashPotionEntity::cSplashPotionEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed, cEntityEffect::eType a_EntityEffectType, cEntityEffect a_EntityEffect, int a_PotionName) :
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super(pkSplashPotion, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect),
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m_PotionName(a_PotionName)
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2014-06-06 03:16:33 -04:00
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{
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SetSpeed(a_Speed);
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}
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void cSplashPotionEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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2014-06-08 00:56:01 -04:00
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Splash(a_HitPos);
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2014-06-06 03:16:33 -04:00
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Destroy();
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}
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void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
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2014-06-08 00:56:01 -04:00
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Splash(a_HitPos);
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Destroy(true);
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}
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void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
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{
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cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
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2014-06-08 21:14:34 -04:00
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m_World->ForEachEntity(Callback);
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2014-06-06 03:16:33 -04:00
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2014-06-08 00:56:01 -04:00
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m_World->BroadcastSoundParticleEffect(2002, a_HitPos.x, a_HitPos.y, a_HitPos.z, m_PotionName);
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}
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cSplashPotionEntity::cSplashPotionCallback::cSplashPotionCallback(const Vector3d & a_HitPos, cEntityEffect::eType &a_EntityEffectType, cEntityEffect &a_EntityEffect):
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m_HitPos(a_HitPos),
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m_EntityEffectType(a_EntityEffectType),
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m_EntityEffect(a_EntityEffect)
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{
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2014-06-06 03:16:33 -04:00
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2014-06-08 00:56:01 -04:00
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}
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2014-06-08 21:14:34 -04:00
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bool cSplashPotionEntity::cSplashPotionCallback::Item(cEntity * a_Entity)
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{
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2014-06-13 05:04:16 -04:00
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double SplashDistance = (a_Entity->GetPosition() - m_HitPos).Length();
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2014-06-13 05:41:43 -04:00
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if (SplashDistance < 20 && a_Entity->IsPawn())
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2014-06-08 00:56:01 -04:00
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{
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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// TODO: better equation
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2014-06-13 05:04:16 -04:00
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double Reduction = -0.25 * SplashDistance + 1.0;
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if (Reduction < 0)
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{
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Reduction = 0;
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}
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2014-06-08 21:14:34 -04:00
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2014-06-13 05:41:43 -04:00
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m_EntityEffect.SetDistanceModifier(Reduction);
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2014-07-11 20:27:29 -04:00
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((cPawn *) a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
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2014-06-08 00:56:01 -04:00
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}
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return false;
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2014-06-06 03:16:33 -04:00
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}
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2014-06-13 05:04:16 -04:00
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