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-rw-r--r--src/Items/ItemBow.h17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/Items/ItemBow.h b/src/Items/ItemBow.h
index e0ab339d3..185f17fee 100644
--- a/src/Items/ItemBow.h
+++ b/src/Items/ItemBow.h
@@ -46,20 +46,17 @@ public:
{
// Actual shot - produce the arrow with speed based on the ticks that the bow was charged
ASSERT(a_Player != NULL);
-
+
int BowCharge = a_Player->FinishChargingBow();
- double Force = (double)BowCharge / 20;
- Force = (Force * Force + 2 * Force) / 3; // This formula is used by the 1.6.2 client
+ double Force = (double)BowCharge / 20.0;
+ Force = (Force * Force + 2.0 * Force) / 3.0; // This formula is used by the 1.6.2 client
if (Force < 0.1)
{
// Too little force, ignore the shot
return;
}
- if (Force > 1)
- {
- Force = 1;
- }
-
+ Force = std::min(Force, 1.0);
+
// Create the arrow entity:
cArrowEntity * Arrow = new cArrowEntity(*a_Player, Force * 2);
if (Arrow == NULL)
@@ -69,11 +66,11 @@ public:
if (!Arrow->Initialize(*a_Player->GetWorld()))
{
delete Arrow;
+ Arrow = NULL;
return;
}
- a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
- a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)Force);
+ a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)Force);
if (!a_Player->IsGameModeCreative())
{
a_Player->UseEquippedItem();