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-rw-r--r--src/Entities/Entity.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 042c4b4c3..670e8420a 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -311,10 +311,13 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// IsOnGround() only is false if the player is moving downwards
// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
- if (!Player->IsOnGround() && (a_TDI.DamageType == dtAttack || a_TDI.DamageType == dtArrowAttack))
+ if (!Player->IsOnGround())
{
- a_TDI.FinalDamage += 2;
- m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
+ if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
+ {
+ a_TDI.FinalDamage += 2;
+ m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
+ }
}
Player->GetStatManager().AddValue(statDamageDealt, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));