Add animations for shield/item block & break
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@ -2075,6 +2075,7 @@ void cPlayer::UseEquippedItem(cItemHandler::eDurabilityLostAction a_Action)
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void cPlayer::UseItem(int a_SlotNumber, short a_Damage)
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{
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const cItem & Item = m_Inventory.GetSlot(a_SlotNumber);
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if (Item.IsEmpty())
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{
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return;
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@ -2089,9 +2090,34 @@ void cPlayer::UseItem(int a_SlotNumber, short a_Damage)
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// Unbreaking is applied for each point of reduction.
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std::binomial_distribution<short> Dist(a_Damage, chance);
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short ReducedDamage = Dist(GetRandomProvider().Engine());
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if (m_Inventory.DamageItem(a_SlotNumber, ReducedDamage))
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{
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m_World->BroadcastSoundEffect("entity.item.break", GetPosition(), 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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// The item broke. Broadcast the correct animation:
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if (Item.m_ItemType == E_ITEM_SHIELD)
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{
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m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnShieldBreaks);
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}
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else if (a_SlotNumber == (cInventory::invHotbarOffset + m_Inventory.GetEquippedSlotNum()))
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{
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m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnMainHandEquipmentBreaks);
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}
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else
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{
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switch (a_SlotNumber)
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{
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case cInventory::invArmorOffset: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnHeadEquipmentBreaks);
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case cInventory::invArmorOffset + 1: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnChestEquipmentBreaks);
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case cInventory::invArmorOffset + 2: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnLegsEquipmentBreaks);
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case cInventory::invArmorOffset + 3: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnFeetEquipmentBreaks);
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case cInventory::invShieldOffset: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnOffHandEquipmentBreaks);
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}
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}
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}
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else if (Item.m_ItemType == E_ITEM_SHIELD)
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{
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// The item survived. Special case for shield blocking:
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m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnShieldBlocks);
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}
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}
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