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-rw-r--r--src/Entities/Player.cpp28
1 files changed, 27 insertions, 1 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index f5752ffb4..3b005d8eb 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -2075,6 +2075,7 @@ void cPlayer::UseEquippedItem(cItemHandler::eDurabilityLostAction a_Action)
void cPlayer::UseItem(int a_SlotNumber, short a_Damage)
{
const cItem & Item = m_Inventory.GetSlot(a_SlotNumber);
+
if (Item.IsEmpty())
{
return;
@@ -2089,9 +2090,34 @@ void cPlayer::UseItem(int a_SlotNumber, short a_Damage)
// Unbreaking is applied for each point of reduction.
std::binomial_distribution<short> Dist(a_Damage, chance);
short ReducedDamage = Dist(GetRandomProvider().Engine());
+
if (m_Inventory.DamageItem(a_SlotNumber, ReducedDamage))
{
- m_World->BroadcastSoundEffect("entity.item.break", GetPosition(), 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
+ // The item broke. Broadcast the correct animation:
+ if (Item.m_ItemType == E_ITEM_SHIELD)
+ {
+ m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnShieldBreaks);
+ }
+ else if (a_SlotNumber == (cInventory::invHotbarOffset + m_Inventory.GetEquippedSlotNum()))
+ {
+ m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnMainHandEquipmentBreaks);
+ }
+ else
+ {
+ switch (a_SlotNumber)
+ {
+ case cInventory::invArmorOffset: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnHeadEquipmentBreaks);
+ case cInventory::invArmorOffset + 1: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnChestEquipmentBreaks);
+ case cInventory::invArmorOffset + 2: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnLegsEquipmentBreaks);
+ case cInventory::invArmorOffset + 3: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnFeetEquipmentBreaks);
+ case cInventory::invShieldOffset: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnOffHandEquipmentBreaks);
+ }
+ }
+ }
+ else if (Item.m_ItemType == E_ITEM_SHIELD)
+ {
+ // The item survived. Special case for shield blocking:
+ m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnShieldBlocks);
}
}