AI - Sane Skeleton
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@@ -84,7 +84,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
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int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
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m_HitBlockPos = Vector3i(X, Y, Z);
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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@@ -115,7 +115,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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Damage += ExtraDamage;
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}
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int KnockbackAmount = 1;
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// int KnockbackAmount = 1;
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int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
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if (PunchLevel > 0)
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{
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@@ -130,8 +130,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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a_EntityHit.SetSpeed(FinalSpeed);
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}
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount);
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// a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0); // Until knockback is fixed.
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if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
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{
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a_EntityHit.StartBurning(100);
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@@ -139,7 +140,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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// Broadcast successful hit sound
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GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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Destroy();
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}
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@@ -176,7 +177,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds 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 > std::chrono::milliseconds(500))
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@@ -190,7 +191,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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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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if (!m_HasTeleported) // Sent a teleport already, don't do again
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@@ -205,17 +206,17 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_HitGroundTimer += a_Dt;
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}
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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 == nullptr)
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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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