Improvements to knockback (#4504)
* Improvements to knockback * SetSpeed for explosions * Improve code consistency
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@ -1319,7 +1319,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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DistanceFromExplosion.Normalize();
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DistanceFromExplosion *= Impact;
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a_Entity.AddSpeed(DistanceFromExplosion);
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a_Entity.SetSpeed(DistanceFromExplosion);
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}
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return false;
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@ -115,9 +115,13 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
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Damage += ExtraDamage;
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}
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double Knockback = 10;
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unsigned int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
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double KnockbackAmount = 11 + 10 * PunchLevel;
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a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, KnockbackAmount);
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unsigned int PunchLevelMultiplier = 8;
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Knockback += PunchLevelMultiplier * PunchLevel;
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a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, Knockback);
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if (IsOnFire() && !a_EntityHit.IsInWater())
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{
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@ -344,7 +344,17 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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Heading = a_Attacker->GetLookVector();
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}
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TDI.Knockback = Heading * a_KnockbackAmount;
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int KnockbackHeight = 3;
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if (IsPlayer())
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{
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KnockbackHeight = 8;
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}
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// Apply slight height to knockback
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Vector3d FinalKnockback = Vector3d(Heading.x * a_KnockbackAmount, Heading.y + KnockbackHeight, Heading.z * a_KnockbackAmount);
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TDI.Knockback = FinalKnockback;
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DoTakeDamage(TDI);
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}
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@ -535,7 +545,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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// Add knockback:
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if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
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{
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AddSpeed(a_TDI.Knockback);
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SetSpeed(a_TDI.Knockback);
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}
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m_World->BroadcastEntityStatus(*this, esGenericHurt);
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@ -772,18 +782,20 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
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double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
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{
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// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
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double Knockback = 11;
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// Default knockback for entities
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double Knockback = 10;
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// If we're sprinting, bump up the knockback
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if (IsSprinting())
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{
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Knockback = 16;
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Knockback = 15;
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}
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// Check for knockback enchantments (punch only applies to shot arrows)
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unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
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Knockback += 10 * KnockbackLevel;
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unsigned int KnockbackLevelMultiplier = 8;
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Knockback += KnockbackLevelMultiplier * KnockbackLevel;
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return Knockback;
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}
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@ -1000,10 +1000,6 @@ void cPlayer::ApplyArmorDamage(int a_DamageBlocked)
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bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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SetSpeed(0, 0, 0);
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// Prevents knocking the player in the wrong direction due to
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// the speed vector problems, see #2865
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// In the future, the speed vector should be fixed
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if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin))
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{
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if (IsGameModeCreative() || IsGameModeSpectator())
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@ -102,7 +102,9 @@ bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
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// Setting this higher gives us more wiggle room for attackrate
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ResetAttackCooldown();
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GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
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double KnockbackAmount = 9;
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GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, KnockbackAmount);
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return true;
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}
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