Fixed multiple issues with projectiles
* Fixed arrows not being collectable/not truly hitting a block/not lodging into blocks/not going in far enough * Fixed projectiles not playing their block hit animation owning to being destroyed too quickly
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@@ -8,7 +8,8 @@
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cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_DestroyTimer(-1)
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{
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SetSpeed(a_Speed);
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}
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@@ -19,7 +20,7 @@ cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, do
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void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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Destroy();
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m_DestroyTimer = 5;
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}
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@@ -40,5 +41,5 @@ void cThrownSnowballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d &
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// TODO: If entity is Ender Crystal, destroy it
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a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
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Destroy(true);
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m_DestroyTimer = 5;
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}
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