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-rw-r--r--src/ClientHandle.cpp24
1 files changed, 22 insertions, 2 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index 86e90aa8b..098a67afd 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -2637,7 +2637,7 @@ void cClientHandle::SendEntityVelocity(const cEntity & a_Entity)
-void cClientHandle::SendExplosion(const Vector3d a_Pos, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d a_PlayerMotion)
+void cClientHandle::SendExplosion(const Vector3f a_Position, const float a_Power)
{
if (m_NumExplosionsThisTick > MAX_EXPLOSIONS_PER_TICK)
{
@@ -2648,7 +2648,27 @@ void cClientHandle::SendExplosion(const Vector3d a_Pos, float a_Radius, const cV
// Update the statistics:
m_NumExplosionsThisTick++;
- m_Protocol->SendExplosion(a_Pos.x, a_Pos.y, a_Pos.z, a_Radius, a_BlocksAffected, a_PlayerMotion);
+ auto & Random = GetRandomProvider();
+ const auto SoundPitchMultiplier = 1.0f + (Random.RandReal() - Random.RandReal()) * 0.2f;
+
+ // Sound:
+ SendSoundEffect("entity.generic.explode", a_Position, 4.0f, SoundPitchMultiplier * 0.7f);
+
+ const auto ParticleFormula = a_Power * 0.33f;
+ auto Spread = ParticleFormula * 0.5f;
+ auto ParticleCount = std::min(static_cast<int>(ParticleFormula * 125), 600);
+
+ // Dark smoke particles:
+ SendParticleEffect("largesmoke", a_Position.x, a_Position.y, a_Position.z, 0, 0, 0, Spread, static_cast<int>(ParticleCount));
+
+ Spread = ParticleFormula * 0.35f;
+ ParticleCount = std::min(static_cast<int>(ParticleFormula * 550), 1800);
+
+ // Light smoke particles:
+ SendParticleEffect("explode", a_Position.x, a_Position.y, a_Position.z, 0, 0, 0, Spread, static_cast<int>(ParticleCount));
+
+ // Shockwave effect:
+ m_Protocol->SendExplosion(a_Position, a_Power);
}