Applies splash potion effects to mobs as well as players
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@@ -1,7 +1,7 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SplashPotionEntity.h"
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#include "Player.h"
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#include "Pawn.h"
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@@ -44,8 +44,7 @@ void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_
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void cSplashPotionEntity::Splash(const Vector3d & a_HitPos)
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{
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cSplashPotionCallback Callback(a_HitPos, m_EntityEffectType, m_EntityEffect);
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m_World->ForEachPlayer(Callback);
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// TODO: Should be for each pawn
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m_World->ForEachEntity(Callback);
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m_World->BroadcastSoundParticleEffect(2002, a_HitPos.x, a_HitPos.y, a_HitPos.z, m_PotionName);
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}
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@@ -66,9 +65,9 @@ cSplashPotionEntity::cSplashPotionCallback::cSplashPotionCallback(const Vector3d
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bool cSplashPotionEntity::cSplashPotionCallback::Item(cPlayer * a_Player)
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bool cSplashPotionEntity::cSplashPotionCallback::Item(cEntity * a_Entity)
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{
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double distance_splash = (a_Player->GetPosition() - m_HitPos).Length();
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double distance_splash = (a_Entity->GetPosition() - m_HitPos).Length();
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if (distance_splash < 20)
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{
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// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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@@ -77,7 +76,11 @@ bool cSplashPotionEntity::cSplashPotionCallback::Item(cPlayer * a_Player)
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if (reduction < 0) reduction = 0;
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m_EntityEffect.SetDistanceModifier(reduction);
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a_Player->AddEntityEffect(m_EntityEffectType, m_EntityEffect);
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if (a_Entity->IsMob() || a_Entity->IsPlayer())
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{
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((cPawn *) a_Entity)->AddEntityEffect(m_EntityEffectType, m_EntityEffect);
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}
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}
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return false;
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}
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