Arrows have proper yaw and pitch when shot, and stop when they hit a block.
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@@ -16,6 +16,13 @@
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/// Converts an angle in radians into a byte representation used by the network protocol
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#define ANGLE_TO_PROTO(X) (Byte)(X * 255 / 360)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cProjectileTracerCallback:
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@@ -189,6 +196,8 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Ve
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m_IsInGround(false)
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{
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SetSpeed(a_Speed);
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SetRotationFromSpeed();
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SetPitchFromSpeed();
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}
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@@ -321,12 +330,15 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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NewSpeed.y += m_Gravity / 20;
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NewSpeed *= TracerCallback.GetSlowdownCoeff();
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SetSpeed(NewSpeed);
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SetRotationFromSpeed();
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SetPitchFromSpeed();
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// DEBUG:
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LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
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LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}",
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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GetSpeedX(), GetSpeedY(), GetSpeedZ()
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GetSpeedX(), GetSpeedY(), GetSpeedZ(),
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GetRotation(), GetPitch()
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);
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}
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@@ -337,7 +349,8 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
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{
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// Default spawning - use the projectile kind to spawn an object:
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a_Client.SendSpawnObject(*this, m_ProjectileKind, 0, 0, 0);
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a_Client.SendSpawnObject(*this, m_ProjectileKind, 12, ANGLE_TO_PROTO(GetRotation()), ANGLE_TO_PROTO(GetPitch()));
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a_Client.SendEntityMetadata(*this);
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}
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@@ -355,8 +368,11 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f}",
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m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ()
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SetRotationFromSpeed();
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SetPitchFromSpeed();
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LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}",
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m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(),
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GetRotation(), GetPitch()
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);
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}
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@@ -392,14 +408,21 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::SpawnOn(cClientHandle & a_Client)
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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// Broadcast the position and speed packets before teleporting:
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BroadcastMovementUpdate();
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// Teleport the entity to the exact hit coords:
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m_World->BroadcastTeleportEntity(*this);
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}
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit)
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{
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
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