Fixed bow charge
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74b6b398e7
commit
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@ -55,7 +55,7 @@ public:
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// Too little force, ignore the shot
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// Too little force, ignore the shot
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return;
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return;
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}
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}
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Force = std::max(Force, 1.0);
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Force = std::min(Force, 1.0);
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// Create the arrow entity:
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// Create the arrow entity:
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cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
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cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
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@ -70,16 +70,7 @@ public:
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return;
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return;
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}
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}
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cFastRandom Random;
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a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)Force);
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a_Player->GetWorld()->BroadcastSoundEffect(
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"random.bow",
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(int)std::floor(a_Player->GetPosX() * 8.0),
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(int)std::floor(a_Player->GetPosY() * 8.0),
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(int)std::floor(a_Player->GetPosZ() * 8.0),
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1.0F,
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1.0F / (Random.NextFloat(1.0F) * 0.4F + 1.2F) + (float)Force * 0.5F
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);
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if (!a_Player->IsGameModeCreative())
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if (!a_Player->IsGameModeCreative())
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{
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{
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a_Player->UseEquippedItem();
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a_Player->UseEquippedItem();
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