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-rw-r--r--src/Entities/ArrowEntity.cpp40
1 files changed, 16 insertions, 24 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp
index 4727f67a9..47a0876fc 100644
--- a/src/Entities/ArrowEntity.cpp
+++ b/src/Entities/ArrowEntity.cpp
@@ -72,26 +72,24 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
-{
- if (a_HitFace == BLOCK_FACE_NONE) { return; }
-
- super::OnHitSolidBlock(a_HitPos, a_HitFace);
- int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
-
- switch (a_HitFace)
+{
+ if (GetSpeed().EqualsEps(Vector3d(0, 0, 0), 0.0000001))
{
- case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
- case BLOCK_FACE_YM:
- {
- break;
- }
- default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
+ SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later
}
-
- m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
+
+ Vector3d Hit = a_HitPos;
+ Vector3d SinkMovement = (GetSpeed() / 800);
+ 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)
+
+ super::OnHitSolidBlock(Hit, a_HitFace);
+ Vector3i BlockHit = Hit.Floor();
+
+ int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
+ m_HitBlockPos = Vector3i(X, Y, Z);
// Broadcast arrow hit sound
- m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
+ m_World->BroadcastSoundEffect("random.bowhit", X * 8, Y * 8, Z * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
}
@@ -99,13 +97,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
-{
- if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
- {
- // Not an entity that interacts with an arrow
- return;
- }
-
+{
int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
if (m_IsCritical)
{
@@ -194,7 +186,7 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
if (!m_HasTeleported) // Sent a teleport already, don't do again
{
- if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
+ if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
{
m_World->BroadcastTeleportEntity(*this);
m_HasTeleported = true;