Inversed condition
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@ -1756,39 +1756,42 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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Vector3d EntityPos = a_Entity->GetPosition();
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cBoundingBox bbEntity(EntityPos, a_Entity->GetWidth() / 2, a_Entity->GetHeight());
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if (m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
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if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
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{
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Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z));
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Vector3d MaxExplosionBoundary(m_ExplosionSizeSq, m_ExplosionSizeSq, m_ExplosionSizeSq);
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// Work out how far we are from the edge of the TNT's explosive effect
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AbsoluteEntityPos -= m_ExplosionPos;
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AbsoluteEntityPos = MaxExplosionBoundary - AbsoluteEntityPos;
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double FinalDamage = ((AbsoluteEntityPos.x + AbsoluteEntityPos.y + AbsoluteEntityPos.z) / 3) * m_ExplosionSize;
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FinalDamage = a_Entity->GetMaxHealth() - abs(FinalDamage);
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// Clip damage values
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if (FinalDamage > a_Entity->GetMaxHealth())
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FinalDamage = a_Entity->GetMaxHealth();
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else if (FinalDamage < 0)
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return false;
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if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible
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{
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a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
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}
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// Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
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Vector3d distance_explosion = a_Entity->GetPosition() - m_ExplosionPos;
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if (distance_explosion.SqrLength() < 4096.0)
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{
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distance_explosion.Normalize();
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distance_explosion *= m_ExplosionSizeSq;
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a_Entity->AddSpeed(distance_explosion);
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}
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return false;
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}
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Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z));
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Vector3d MaxExplosionBoundary(m_ExplosionSizeSq, m_ExplosionSizeSq, m_ExplosionSizeSq);
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// Work out how far we are from the edge of the TNT's explosive effect
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AbsoluteEntityPos -= m_ExplosionPos;
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AbsoluteEntityPos = MaxExplosionBoundary - AbsoluteEntityPos;
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double FinalDamage = ((AbsoluteEntityPos.x + AbsoluteEntityPos.y + AbsoluteEntityPos.z) / 3) * m_ExplosionSize;
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FinalDamage = a_Entity->GetMaxHealth() - abs(FinalDamage);
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// Clip damage values
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if (FinalDamage > a_Entity->GetMaxHealth())
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FinalDamage = a_Entity->GetMaxHealth();
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else if (FinalDamage < 0)
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return false;
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if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible
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{
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a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
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}
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// Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
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Vector3d distance_explosion = a_Entity->GetPosition() - m_ExplosionPos;
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if (distance_explosion.SqrLength() < 4096.0)
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{
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distance_explosion.Normalize();
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distance_explosion *= m_ExplosionSizeSq;
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a_Entity->AddSpeed(distance_explosion);
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}
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return false;
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}
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