1
0

Improvements to knockback (#4504)

* Improvements to knockback
* SetSpeed for explosions
* Improve code consistency
This commit is contained in:
Mat
2020-03-19 19:13:41 +02:00
committed by GitHub
parent 683d24faad
commit 0e07e231a2
5 changed files with 28 additions and 14 deletions

View File

@@ -344,7 +344,17 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
Heading = a_Attacker->GetLookVector();
}
TDI.Knockback = Heading * a_KnockbackAmount;
int KnockbackHeight = 3;
if (IsPlayer())
{
KnockbackHeight = 8;
}
// Apply slight height to knockback
Vector3d FinalKnockback = Vector3d(Heading.x * a_KnockbackAmount, Heading.y + KnockbackHeight, Heading.z * a_KnockbackAmount);
TDI.Knockback = FinalKnockback;
DoTakeDamage(TDI);
}
@@ -535,7 +545,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// Add knockback:
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
{
AddSpeed(a_TDI.Knockback);
SetSpeed(a_TDI.Knockback);
}
m_World->BroadcastEntityStatus(*this, esGenericHurt);
@@ -772,18 +782,20 @@ 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;
// Default knockback for entities
double Knockback = 10;
// If we're sprinting, bump up the knockback
if (IsSprinting())
{
Knockback = 16;
Knockback = 15;
}
// Check for knockback enchantments (punch only applies to shot arrows)
unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
Knockback += 10 * KnockbackLevel;
unsigned int KnockbackLevelMultiplier = 8;
Knockback += KnockbackLevelMultiplier * KnockbackLevel;
return Knockback;
}