void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) { // Not an entity that interacts with an arrow return; } int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) { Damage += m_World->GetTickRandomNumber(Damage / 2 + 2); } a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1); // Broadcast successful hit sound m_World->BroadcastSoundEffect( "random.successful_hit", (int)std::floor(GetPosX() * 8.0), (int)std::floor(GetPosY() * 8.0), (int)std::floor(GetPosZ() * 8.0), 0.5f, 0.75f + ((float)((GetUniqueID() * 23) % 32)) / 64.0f ); Destroy(); }
void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) { if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer()) { // Not an entity that interacts with an arrow return; } int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) { Damage += m_World->GetTickRandomNumber(Damage / 2 + 2); } a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1); Destroy(); }
void cProtocol125::WriteEntityMetadata(const cEntity & a_Entity) { if (a_Entity.IsMinecart()) { WriteByte(0x51); // No idea how Mojang makes their carts shakey shakey, so here is a complicated one-liner expression that does something similar WriteInt( (((a_Entity.GetMaxHealth() / 2) - (a_Entity.GetHealth() - (a_Entity.GetMaxHealth() / 2))) * ((const cMinecart &)a_Entity).LastDamage()) * 4 ); WriteByte(0x52); WriteInt(1); // Shaking direction, doesn't seem to affect anything WriteByte(0x73); WriteFloat((float)(((const cMinecart &)a_Entity).LastDamage() + 10)); // Damage taken / shake effect multiplyer if (((cMinecart &)a_Entity).GetPayload() == cMinecart::mpFurnace) { WriteByte(0x10); WriteByte(((const cMinecartWithFurnace &)a_Entity).IsFueled() ? 1 : 0); // Fueled? } } else if ((a_Entity.IsProjectile() && ((cProjectileEntity &)a_Entity).GetProjectileKind() == cProjectileEntity::pkArrow)) { WriteByte(0x10); WriteByte(((const cArrowEntity &)a_Entity).IsCritical() ? 1 : 0); // Critical hitting arrow? } }