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@@ -75,12 +75,12 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
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{
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if (GetSpeed().EqualsEps(Vector3d(0, 0, 0), 0.0000001))
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{
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SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later
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SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later
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}
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Vector3d Hit = a_HitPos;
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Vector3d SinkMovement = (GetSpeed() / 1000);
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Hit += SinkMovement * (0.0005 / SinkMovement.Length()); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside)
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Hit += SinkMovement * (0.0005 / SinkMovement.Length()); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside)
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super::OnHitSolidBlock(Hit, a_HitFace);
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Vector3i BlockHit = Hit.Floor();
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@@ -166,9 +166,9 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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// We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
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// Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
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if (!m_HasTeleported) // Sent a teleport already, don't do again
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if (!m_HasTeleported) // Sent a teleport already, don't do again
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{
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if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
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if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
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{
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m_World->BroadcastTeleportEntity(*this);
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m_HasTeleported = true;
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@@ -189,9 +189,9 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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return;
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}
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if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
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if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
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{
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m_IsInGround = false; // Yes, begin simulating physics again
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m_IsInGround = false; // Yes, begin simulating physics again
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}
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}
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}
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