Improvements to knockback (#4504)
* Improvements to knockback * SetSpeed for explosions * Improve code consistency
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@@ -115,9 +115,13 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
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Damage += ExtraDamage;
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}
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double Knockback = 10;
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unsigned int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
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double KnockbackAmount = 11 + 10 * PunchLevel;
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a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, KnockbackAmount);
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unsigned int PunchLevelMultiplier = 8;
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Knockback += PunchLevelMultiplier * PunchLevel;
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a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, Knockback);
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if (IsOnFire() && !a_EntityHit.IsInWater())
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{
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