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@ -67,15 +67,15 @@ 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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{
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if (GetSpeed().SqrLength() == 0)
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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() / 800; // Base value for arrow penetration
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SinkMovement = Clamp( // Adjust the movement so that fast arrows don't go through blocks (though in reality they would, in addition to exploding into fragments :P)
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SinkMovement,
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(SinkMovement * 0.001) / SinkMovement.Length(),
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(SinkMovement * 0.05) / SinkMovement.Length()
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);
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Hit += SinkMovement; // Make arrow sink into block a little
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Vector3d SinkMovement = (GetSpeed() / 800);
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Hit += (SinkMovement * 0.01) / 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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super::OnHitSolidBlock(Hit, a_HitFace);
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Vector3i BlockHit = Hit.Floor();
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@ -58,8 +58,14 @@ public:
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/// Sets the IsCritical flag
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void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; }
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/** Gets the block arrow is in */
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Vector3i GetBlockHit(void) const { return m_HitBlockPos; }
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// tolua_end
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/** Sets the block arrow is in */
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void SetBlockHit(const Vector3i & a_BlockHit) { m_HitBlockPos = a_BlockHit; }
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protected:
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@ -589,20 +589,19 @@ void cNBTChunkSerializer::AddProjectileEntity(cProjectileEntity * a_Projectile)
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m_Writer.BeginCompound("");
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AddBasicEntity(a_Projectile, a_Projectile->GetMCAClassName());
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Vector3d Pos = a_Projectile->GetPosition();
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m_Writer.AddShort("xTile", (Int16)floor(Pos.x));
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m_Writer.AddShort("yTile", (Int16)floor(Pos.y));
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m_Writer.AddShort("zTile", (Int16)floor(Pos.z));
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m_Writer.AddShort("inTile", 0); // TODO: Query the block type
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m_Writer.AddShort("shake", 0); // TODO: Any shake?
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m_Writer.AddByte ("inGround", a_Projectile->IsInGround() ? 1 : 0);
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m_Writer.AddByte("inGround", a_Projectile->IsInGround() ? 1 : 0);
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switch (a_Projectile->GetProjectileKind())
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{
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case cProjectileEntity::pkArrow:
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{
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m_Writer.AddByte("inData", 0); // TODO: Query the block meta (is it needed?)
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m_Writer.AddByte("pickup", ((cArrowEntity *)a_Projectile)->GetPickupState());
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m_Writer.AddDouble("damage", ((cArrowEntity *)a_Projectile)->GetDamageCoeff());
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cArrowEntity * Arrow = (cArrowEntity *)a_Projectile;
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m_Writer.AddInt("xTile", (Int16)Arrow->GetBlockHit().x);
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m_Writer.AddInt("yTile", (Int16)Arrow->GetBlockHit().y);
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m_Writer.AddInt("zTile", (Int16)Arrow->GetBlockHit().z);
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m_Writer.AddByte("pickup", Arrow->GetPickupState());
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m_Writer.AddDouble("damage", Arrow->GetDamageCoeff());
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break;
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}
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case cProjectileEntity::pkGhastFireball:
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@ -1656,6 +1656,15 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
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Arrow->SetDamageCoeff(a_NBT.GetDouble(DamageIdx));
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}
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// Load block hit:
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int InBlockXIdx = a_NBT.FindChildByName(a_TagIdx, "xTile");
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int InBlockYIdx = a_NBT.FindChildByName(a_TagIdx, "yTile");
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int InBlockZIdx = a_NBT.FindChildByName(a_TagIdx, "zTile");
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if ((InBlockXIdx > 0) && (InBlockYIdx > 0) && (InBlockZIdx > 0))
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{
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Arrow->SetBlockHit(Vector3i(a_NBT.GetInt(InBlockXIdx), a_NBT.GetInt(InBlockYIdx), a_NBT.GetInt(InBlockZIdx)));
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}
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// Store the new arrow in the entities list:
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a_Entities.push_back(Arrow.release());
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}
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@ -2481,8 +2490,6 @@ bool cWSSAnvil::LoadProjectileBaseFromNBT(cProjectileEntity & a_Entity, const cP
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}
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a_Entity.SetIsInGround(IsInGround);
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// TODO: Load inTile, TileCoords
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return true;
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}
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