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authorLane Kolbly <lane@rscheme.org>2017-08-13 13:40:23 +0200
committerTiger Wang <ziwei.tiger@outlook.com>2017-08-13 13:40:23 +0200
commit4dd2af27e0813e3e2e7d37eeac77ef1c0f4fd0c0 (patch)
treedfd082011c34e340de8bf71ee7af0362881ea248 /src/Entities/Entity.cpp
parentMerge pull request #3897 from peterbell10/PlaceSound (diff)
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Diffstat (limited to '')
-rw-r--r--src/Entities/Entity.cpp32
1 files changed, 14 insertions, 18 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index b596bc93d..245ae84bf 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -343,7 +343,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
Vector3d Heading(0, 0, 0);
if (a_Attacker != nullptr)
{
- Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
+ Heading = a_Attacker->GetLookVector();
}
TDI.Knockback = Heading * a_KnockbackAmount;
@@ -532,21 +532,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// Add knockback:
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
{
- int KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback)); // More common enchantment
- if (KnockbackLevel < 1)
- {
- // We support punch on swords and vice versa! :)
- KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch));
- }
-
- Vector3d AdditionalSpeed(0, 0, 0);
- switch (KnockbackLevel)
- {
- case 1: AdditionalSpeed.Set(5, 0.3, 5); break;
- case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
- default: break;
- }
- AddSpeed(a_TDI.Knockback + AdditionalSpeed);
+ AddSpeed(a_TDI.Knockback);
}
m_World->BroadcastEntityStatus(*this, esGenericHurt);
@@ -761,9 +747,19 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
{
// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
+ double Knockback = 11;
- // TODO: Enchantments
- return 1;
+ // If we're sprinting, bump up the knockback
+ if (IsSprinting())
+ {
+ Knockback = 16;
+ }
+
+ // Check for knockback enchantments (punch only applies to shot arrows)
+ unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
+ Knockback += 10 * KnockbackLevel;
+
+ return Knockback;
}