diff options
-rw-r--r-- | src/Entities/ArrowEntity.cpp | 40 |
1 files changed, 25 insertions, 15 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 38dfb8392..f62c23f36 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -74,24 +74,34 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) { - Vector3d Hit = a_HitPos; - Hit += GetSpeed().NormalizeCopy() / 100000; // Make arrow sink into block a bit so it lodges (TODO: investigate how to stop them going so far so that they become black clientside) + // Save the direction we're going in before Super resets it + auto Speed = GetSpeed(); + Speed.Normalize(); - Super::OnHitSolidBlock(Hit, a_HitFace); - Vector3i BlockHit = Hit.Floor(); + Super::OnHitSolidBlock(a_HitPos, a_HitFace); - int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z; - m_HitBlockPos = Vector3i(X, Y, Z); + /* + The line tracer returns the arrow hit position located on the face of a block; + if the arrow hit a block at -5, 95, -5 then a_HitPos would start off as -4, 95.5, -4.1, + i.e. it collided with the X face. + + Then we add a bit of speed vector to make a_HitPos -4.0001, 95.5, -4.1 + and floor to get exactly -5, 95, -5 which is stored in m_HitBlockPos. + */ + + // Nudge into the block a tiny bit according to its direction of travel + // Floor to give the coordinates of the block it crashed into + a_HitPos += Speed / 100000; + m_HitBlockPos = a_HitPos.Floor(); // Broadcast arrow hit sound - m_World->BroadcastSoundEffect("entity.arrow.hit", BlockHit, 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64)); + m_World->BroadcastSoundEffect("entity.arrow.hit", m_HitBlockPos, 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64)); - if ((m_World->GetBlock(Hit) == E_BLOCK_TNT) && IsOnFire()) + if ((m_World->GetBlock(m_HitBlockPos) == E_BLOCK_TNT) && IsOnFire()) { - m_World->SetBlock(X, Y, Z, E_BLOCK_AIR, 0); - m_World->SpawnPrimedTNT(Vector3d(BlockHit)); + m_World->SetBlock(m_HitBlockPos, E_BLOCK_AIR, 0); + m_World->SpawnPrimedTNT(m_HitBlockPos); } - } @@ -202,16 +212,16 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } } - auto relPos = a_Chunk.AbsoluteToRelative(m_HitBlockPos); - auto chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(relPos); + auto RelPos = a_Chunk.AbsoluteToRelative(m_HitBlockPos); + auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPos); - if (chunk == nullptr) + if (Chunk == nullptr) { // Inside an unloaded chunk, abort return; } - if (chunk->GetBlock(relPos) == E_BLOCK_AIR) // Block attached to was destroyed? + if (Chunk->GetBlock(RelPos) == E_BLOCK_AIR) // Block attached to was destroyed? { m_IsInGround = false; // Yes, begin simulating physics again } |