From 89f87f66a5b64619cacf86461c1a0f26563e34c5 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 24 Dec 2013 15:02:35 +0000 Subject: Improved knockback animation * Critical hits now actually increase damage * Looking down at an entity and hitting them still produces upwards motion (as per Vanilla experience) * Reduced force to be more realistic --- src/Entities/Entity.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src') diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index d82a89ab2..8a74c9da4 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -246,7 +246,7 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R { Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8); } - Heading.y += 3; + Heading.y = 2; TDI.Knockback = Heading * a_KnockbackAmount; DoTakeDamage(TDI); @@ -307,7 +307,7 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) // IsOnGround() only is false if the player is moving downwards if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain) { - a_TDI.FinalDamage + 2; + a_TDI.FinalDamage += 2; m_World->BroadcastEntityAnimation(*this, 4); // Critical hit } } @@ -321,7 +321,7 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI) m_Health = 0; } - AddSpeed(a_TDI.Knockback * 3); + AddSpeed(a_TDI.Knockback * 2); m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT); -- cgit v1.2.3