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Added knockback to arrows, fixed knockback enchantment handling (#3900)

* Added knockback for arrows, fixed knockback enchantment handling.
This commit is contained in:
Lane Kolbly 2017-08-13 06:40:23 -05:00 committed by Tiger Wang
parent fdd4b6e7c4
commit 4dd2af27e0
2 changed files with 16 additions and 34 deletions

View File

@ -119,23 +119,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
Damage += ExtraDamage;
}
// int KnockbackAmount = 1;
unsigned int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
if (PunchLevel > 0)
{
Vector3d LookVector = GetLookVector();
Vector3f FinalSpeed = Vector3f(0, 0, 0);
switch (PunchLevel)
{
case 1: FinalSpeed = LookVector * Vector3d(5, 0.3, 5); break;
case 2: FinalSpeed = LookVector * Vector3d(8, 0.3, 8); break;
default: break;
}
a_EntityHit.SetSpeed(FinalSpeed);
}
// a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, 0); // Until knockback is fixed.
double KnockbackAmount = 11 + 10 * PunchLevel;
a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, KnockbackAmount);
if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
{

View File

@ -343,7 +343,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
Vector3d Heading(0, 0, 0);
if (a_Attacker != nullptr)
{
Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
Heading = a_Attacker->GetLookVector();
}
TDI.Knockback = Heading * a_KnockbackAmount;
@ -532,21 +532,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// Add knockback:
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
{
int KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback)); // More common enchantment
if (KnockbackLevel < 1)
{
// We support punch on swords and vice versa! :)
KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch));
}
Vector3d AdditionalSpeed(0, 0, 0);
switch (KnockbackLevel)
{
case 1: AdditionalSpeed.Set(5, 0.3, 5); break;
case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
default: break;
}
AddSpeed(a_TDI.Knockback + AdditionalSpeed);
AddSpeed(a_TDI.Knockback);
}
m_World->BroadcastEntityStatus(*this, esGenericHurt);
@ -761,9 +747,19 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
{
// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
double Knockback = 11;
// TODO: Enchantments
return 1;
// If we're sprinting, bump up the knockback
if (IsSprinting())
{
Knockback = 16;
}
// Check for knockback enchantments (punch only applies to shot arrows)
unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
Knockback += 10 * KnockbackLevel;
return Knockback;
}