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Fix explosion knockback issues and tweak knockback strength (#4590)

This commit is contained in:
peterbell10
2020-04-02 08:29:42 +01:00
committed by GitHub
parent 25d5e1bfe1
commit 59e38d1a46
4 changed files with 21 additions and 22 deletions

View File

@@ -1313,18 +1313,19 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
a_Entity.TakeDamage(dtExplosion, nullptr, static_cast<int>((1 / std::max(1.0, DistanceFromExplosion.Length())) * 8 * ExplosionSizeInt), 0);
}
double Length = DistanceFromExplosion.Length();
if (Length <= ExplosionSizeInt) // Entity is impacted by explosion
float EntityExposure = a_Entity.GetExplosionExposureRate(ExplosionPos, static_cast<float>(a_ExplosionSize));
// Exposure reduced by armor
EntityExposure = EntityExposure * (1.0f - a_Entity.GetEnchantmentBlastKnockbackReduction());
auto Impact = std::pow(std::max(0.2, DistanceFromExplosion.Length()), -1);
Impact *= EntityExposure * ExplosionSizeInt * 6.0;
if (Impact > 0.0)
{
float EntityExposure = a_Entity.GetExplosionExposureRate(ExplosionPos, static_cast<float>(a_ExplosionSize));
// Exposure reduced by armor
EntityExposure = EntityExposure * (1.0f - a_Entity.GetEnchantmentBlastKnockbackReduction());
double Impact = (1 - ((Length / ExplosionSizeInt) / 2)) * EntityExposure;
DistanceFromExplosion.Normalize();
DistanceFromExplosion *= Impact;
DistanceFromExplosion *= Vector3d{Impact, 0.0, Impact};
DistanceFromExplosion.y += 0.3 * Impact;
a_Entity.SetSpeed(DistanceFromExplosion);
}
@@ -2315,8 +2316,3 @@ void cChunkMap::DelChunkStay(cChunkStay & a_ChunkStay)
} // for itr - Chunks[]
a_ChunkStay.OnDisabled();
}