parent
0f45d1fbe2
commit
60a52288d8
@ -72,14 +72,8 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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if (GetSpeed().EqualsEps(Vector3d(0, 0, 0), 0.0000001))
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{
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SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later
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}
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Vector3d Hit = a_HitPos;
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Vector3d SinkMovement = (GetSpeed() / 1000);
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Hit += SinkMovement * (0.0005 / SinkMovement.Length()); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside)
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Hit += GetSpeed().NormalizeCopy() / 100000; // Make arrow sink into block a bit so it lodges (TODO: investigate how to stop them going so far so that they become black clientside)
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super::OnHitSolidBlock(Hit, a_HitFace);
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Vector3i BlockHit = Hit.Floor();
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@ -194,12 +188,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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}
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if (m_IsInGround)
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{
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// When an arrow hits, the client doesn't think its in the ground and keeps on moving, IF BroadcastMovementUpdate() and TeleportEntity was called during flight, AT ALL
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// Fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised (around 1 sec after landing)
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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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// Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
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{
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if (!m_HasTeleported) // Sent a teleport already, don't do again
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{
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if (m_HitGroundTimer > std::chrono::milliseconds(500))
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@ -334,12 +334,7 @@ AString cProjectileEntity::GetMCAClassName(void) const
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void cProjectileEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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// TODO: see BroadcastMovementUpdate; RelativeMove packet jerkiness affects projectiles too (cause of sympton described in cArrowEntity::Tick())
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if (GetProjectileKind() != pkArrow)
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{
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BroadcastMovementUpdate();
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}
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BroadcastMovementUpdate();
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}
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