diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 8fcdcc82f..0f5ed7262 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -13,6 +13,7 @@ #include "../Bindings/PluginManager.h" #include "../Tracer.h" #include "Minecart.h" +#include "Player.h" @@ -239,10 +240,14 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R TDI.Attacker = a_Attacker; TDI.RawDamage = a_RawDamage; TDI.FinalDamage = a_FinalDamage; - Vector3d Heading; - Heading.x = sin(GetRotation()); - Heading.y = 0.4; // TODO: adjust the amount of "up" knockback when testing - Heading.z = cos(GetRotation()); + + Vector3d Heading(0, 0, 0); + if (a_Attacker != NULL) + { + Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8); + } + Heading.y += 3; + TDI.Knockback = Heading * a_KnockbackAmount; DoTakeDamage(TDI); } @@ -297,6 +302,16 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) return; } + if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer())) + { + // IsOnGround() only is true if the player is moving downwards + if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) + { + a_TDI.FinalDamage + 2; + m_World->BroadcastEntityAnimation(*this, 4); // Critical hit + } + } + m_Health -= (short)a_TDI.FinalDamage; // TODO: Apply damage to armor @@ -306,6 +321,8 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) m_Health = 0; } + AddSpeed(a_TDI.Knockback * 3); + m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT); if (m_Health <= 0)