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-rw-r--r--src/Entities/ArrowEntity.cpp18
-rw-r--r--src/Entities/Entity.cpp32
2 files changed, 16 insertions, 34 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp
index e8430090b..6259098d8 100644
--- a/src/Entities/ArrowEntity.cpp
+++ b/src/Entities/ArrowEntity.cpp
@@ -119,23 +119,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
Damage += ExtraDamage;
}
- // int KnockbackAmount = 1;
unsigned int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
- if (PunchLevel > 0)
- {
- Vector3d LookVector = GetLookVector();
- Vector3f FinalSpeed = Vector3f(0, 0, 0);
- switch (PunchLevel)
- {
- case 1: FinalSpeed = LookVector * Vector3d(5, 0.3, 5); break;
- case 2: FinalSpeed = LookVector * Vector3d(8, 0.3, 8); break;
- default: break;
- }
- a_EntityHit.SetSpeed(FinalSpeed);
- }
-
- // a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
- a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, 0); // Until knockback is fixed.
+ double KnockbackAmount = 11 + 10 * PunchLevel;
+ a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, KnockbackAmount);
if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
{
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index b596bc93d..245ae84bf 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -343,7 +343,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
Vector3d Heading(0, 0, 0);
if (a_Attacker != nullptr)
{
- Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 16 : 11);
+ Heading = a_Attacker->GetLookVector();
}
TDI.Knockback = Heading * a_KnockbackAmount;
@@ -532,21 +532,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// Add knockback:
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
{
- int KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback)); // More common enchantment
- if (KnockbackLevel < 1)
- {
- // We support punch on swords and vice versa! :)
- KnockbackLevel = static_cast<int>(a_TDI.Attacker->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchPunch));
- }
-
- Vector3d AdditionalSpeed(0, 0, 0);
- switch (KnockbackLevel)
- {
- case 1: AdditionalSpeed.Set(5, 0.3, 5); break;
- case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
- default: break;
- }
- AddSpeed(a_TDI.Knockback + AdditionalSpeed);
+ AddSpeed(a_TDI.Knockback);
}
m_World->BroadcastEntityStatus(*this, esGenericHurt);
@@ -761,9 +747,19 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
{
// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
+ double Knockback = 11;
- // TODO: Enchantments
- return 1;
+ // If we're sprinting, bump up the knockback
+ if (IsSprinting())
+ {
+ Knockback = 16;
+ }
+
+ // Check for knockback enchantments (punch only applies to shot arrows)
+ unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
+ Knockback += 10 * KnockbackLevel;
+
+ return Knockback;
}