Attempt to fix knockback and swimming.
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b19874e6f2
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0911072d27
@ -244,9 +244,9 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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Vector3d Heading(0, 0, 0);
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if (a_Attacker != NULL)
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
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Heading.y = 1.6;
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}
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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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@ -731,8 +731,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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NextSpeed.y += fallspeed;
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}
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else
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{
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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@ -747,7 +746,6 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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NextSpeed.z = 0;
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}
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}
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}
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// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
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// might have different speed modifiers according to terrain.
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@ -292,6 +292,10 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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Distance *= 2.5;
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}
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else if (IsSwimming())
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{
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Distance *= 1.3;
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}
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else
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{
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// Don't let the mob move too much if he's falling.
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@ -301,11 +305,13 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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AddSpeedX(Distance.x);
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AddSpeedZ(Distance.z);
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if (m_EMState == ESCAPING)
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{ // Runs Faster when escaping :D otherwise they just walk away
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/* It's too buggy! */
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/** if (m_EMState == ESCAPING)
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{
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// Runs Faster when escaping :D otherwise they just walk away
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SetSpeedX (GetSpeedX() * 2.f);
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SetSpeedZ (GetSpeedZ() * 2.f);
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}
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} */
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}
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else
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{
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