Fixed arrow bugs
* Fixed arrows hitting blocks wrong
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79a98627a2
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@ -1 +1 @@
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Subproject commit 9ec55bcdcaf8b3eea8e98e3e502890295dda14d6
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Subproject commit de53a607f30c583e08c06b6e5eb936cd278ab8cd
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@ -287,7 +287,11 @@ AString cProjectileEntity::GetMCAClassName(void) const
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void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
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void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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{
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super::Tick(a_Dt, a_Chunk);
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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if (GetProjectileKind() != pkArrow) // See cArrow::Tick
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{
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BroadcastMovementUpdate();
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}
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}
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}
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@ -391,7 +395,8 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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m_IsCritical(false),
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m_IsCritical(false),
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m_Timer(0),
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m_Timer(0),
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m_bIsCollected(false),
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m_bIsCollected(false),
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m_HitBlockPos(Vector3i(0, 0, 0))
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m_HitBlockPos(Vector3i(0, 0, 0)),
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m_HitGroundTimer(0)
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{
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{
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SetSpeed(a_Speed);
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SetSpeed(a_Speed);
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SetMass(0.1);
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SetMass(0.1);
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@ -414,7 +419,8 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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m_IsCritical((a_Force >= 1)),
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m_IsCritical((a_Force >= 1)),
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m_Timer(0),
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m_Timer(0),
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m_bIsCollected(false),
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m_bIsCollected(false),
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m_HitBlockPos(0, 0, 0)
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m_HitBlockPos(0, 0, 0),
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m_HitGroundTimer(0)
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{
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{
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}
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}
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@ -440,37 +446,29 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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{
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if (a_HitFace == BLOCK_FACE_NONE)
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{
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return;
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}
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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if (a_HitFace != BLOCK_FACE_YP)
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if (a_HitFace != BLOCK_FACE_NONE)
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{
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{
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AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
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if (a_HitFace != BLOCK_FACE_YP)
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}
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{
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else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
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AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
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{
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}
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a_Y--;
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else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
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}
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{
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else
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a_Y--;
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{
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}
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a_Y++;
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else
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{
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a_Y++;
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}
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}
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}
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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// Broadcast arrow hit sound
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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// Broadcast the position and speed packets before teleporting:
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BroadcastMovementUpdate();
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// Teleport the entity to the exact hit coords:
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m_World->BroadcastTeleportEntity(*this);
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}
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}
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@ -542,6 +540,25 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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if (m_IsInGround)
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if (m_IsInGround)
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{
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{
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// When an arrow hits, the client sometimes doesn't think it's in the ground, and therefore it keeps on moving (glitches)
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// Temporary fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised
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// We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
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// BroadcastMovementUpdate seems to be part of its cause, but why?
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// TODO: Find cause of arrow syncing issues and fix
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if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again
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{
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if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
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{
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m_World->BroadcastTeleportEntity(*this);
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m_HitGroundTimer = -1;
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}
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else
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{
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m_HitGroundTimer += a_Dt;
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}
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}
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int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
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int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
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cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
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cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
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@ -83,7 +83,7 @@ protected:
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/// True if the projectile has hit the ground and is stuck there
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/// True if the projectile has hit the ground and is stuck there
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bool m_IsInGround;
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bool m_IsInGround;
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// cEntity overrides:
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// cEntity overrides:
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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@ -159,6 +159,8 @@ protected:
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/// Timer for pickup collection animation or five minute timeout
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/// Timer for pickup collection animation or five minute timeout
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float m_Timer;
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float m_Timer;
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float m_HitGroundTimer;
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/// If true, the arrow is in the process of being collected - don't go to anyone else
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/// If true, the arrow is in the process of being collected - don't go to anyone else
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bool m_bIsCollected;
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bool m_bIsCollected;
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