Implemented knockback and critical hit
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43e8196309
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@ -13,6 +13,7 @@
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#include "../Bindings/PluginManager.h"
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#include "../Tracer.h"
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#include "Minecart.h"
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#include "Player.h"
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@ -239,10 +240,14 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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TDI.Attacker = a_Attacker;
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TDI.RawDamage = a_RawDamage;
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TDI.FinalDamage = a_FinalDamage;
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Vector3d Heading;
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Heading.x = sin(GetRotation());
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Heading.y = 0.4; // TODO: adjust the amount of "up" knockback when testing
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Heading.z = cos(GetRotation());
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Vector3d Heading(0, 0, 0);
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if (a_Attacker != NULL)
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
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}
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Heading.y += 3;
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TDI.Knockback = Heading * a_KnockbackAmount;
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DoTakeDamage(TDI);
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}
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@ -297,6 +302,16 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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return;
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}
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if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
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{
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// IsOnGround() only is true if the player is moving downwards
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if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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{
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a_TDI.FinalDamage + 2;
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m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
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}
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}
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m_Health -= (short)a_TDI.FinalDamage;
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// TODO: Apply damage to armor
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@ -306,6 +321,8 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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m_Health = 0;
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}
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AddSpeed(a_TDI.Knockback * 3);
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT);
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if (m_Health <= 0)
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