Bundled fixes [SEE DESC]
* BoundingBox now returns FACE_NONE + Arrows can be picked up * Arrows dug up resume physics simulations * Added sound effects for bows, lava to stone, and arrows * Fixed SoundParticleEffect on <1.7 protocols
This commit is contained in:
@@ -371,6 +371,16 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
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void cProjectileEntity::CollectedBy(cPlayer * a_Dest)
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{
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// Overriden in arrow
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UNUSED(a_Dest);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cArrowEntity:
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@@ -378,7 +388,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2),
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m_IsCritical(false)
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m_IsCritical(false),
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m_Timer(0),
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m_bIsCollected(false),
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m_HitBlockPos(Vector3i(0, 0, 0))
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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@@ -398,7 +411,10 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2),
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m_IsCritical((a_Force >= 1))
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m_IsCritical((a_Force >= 1)),
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m_Timer(0),
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m_bIsCollected(false),
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m_HitBlockPos(0, 0, 0)
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{
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}
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@@ -424,7 +440,28 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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if (a_HitFace == BLOCK_FACE_NONE)
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{
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return;
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}
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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if (a_HitFace != BLOCK_FACE_YP)
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{
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AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
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}
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else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
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{
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a_Y--;
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}
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else
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{
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a_Y++;
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}
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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@@ -442,7 +479,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
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{
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// Not an entity that interacts with an arrow
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return;
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@@ -455,6 +492,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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}
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
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// Broadcast successful hit sound
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m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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Destroy();
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}
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@@ -462,6 +502,67 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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void cArrowEntity::CollectedBy(cPlayer * a_Dest)
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{
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if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest)))
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{
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int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW);
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if (NumAdded > 0) // Only play effects if there was space in inventory
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{
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m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest);
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_bIsCollected = true;
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}
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}
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}
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void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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m_Timer += a_Dt;
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if (m_bIsCollected)
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{
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if (m_Timer > 500.f) // 0.5 seconds
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{
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Destroy();
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return;
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}
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}
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else if (m_Timer > 1000 * 60 * 5) // 5 minutes
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{
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Destroy();
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return;
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}
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if (m_IsInGround)
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{
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int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
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cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
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if (Chunk == NULL)
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{
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// Inside an unloaded chunk, abort
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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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{
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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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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cThrownEggEntity:
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