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Switchified If, ElseIf statement

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This commit is contained in:
Tiger Wang 2013-11-15 22:47:57 +00:00
parent 15c330664a
commit 7a0d2033b6

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@ -449,19 +449,25 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
super::OnHitSolidBlock(a_HitPos, a_HitFace); super::OnHitSolidBlock(a_HitPos, a_HitFace);
int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
if (a_HitFace != BLOCK_FACE_NONE) // Projectiles mistakenly think a face faces the direction a player faces when looking directly at said face
// This therefore breaks YP & YM of AddFaceDirection - see #350 for more details
switch (a_HitFace)
{ {
if (a_HitFace != BLOCK_FACE_YP) case BLOCK_FACE_NONE: break; // Block tracer sometimes returns this, in this case, the coords will be correct
{ case BLOCK_FACE_YP:
AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
}
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
{ {
a_Y--; a_Y--;
break;
} }
else case BLOCK_FACE_YM:
{ {
a_Y++; a_Y++;
break;
}
default:
{
AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
break;
} }
} }
@ -540,11 +546,10 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
if (m_IsInGround) if (m_IsInGround)
{ {
// When an arrow hits, the client sometimes doesn't think it's in the ground, and therefore it keeps on moving (glitches) // 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
// Temporary fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised // 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)
// We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
// BroadcastMovementUpdate seems to be part of its cause, but why? // Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
// TODO: Find cause of arrow syncing issues and fix
if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again
{ {