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-rw-r--r--source/Entities/ProjectileEntity.cpp27
1 files changed, 16 insertions, 11 deletions
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
index 279e009cf..9d927e39b 100644
--- a/source/Entities/ProjectileEntity.cpp
+++ b/source/Entities/ProjectileEntity.cpp
@@ -449,19 +449,25 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
super::OnHitSolidBlock(a_HitPos, a_HitFace);
int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
- if (a_HitFace != BLOCK_FACE_NONE)
+ // Projectiles mistakenly think a face faces the direction a player faces when looking directly at said face
+ // This therefore breaks YP & YM of AddFaceDirection - see #350 for more details
+ switch (a_HitFace)
{
- if (a_HitFace != BLOCK_FACE_YP)
- {
- AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
- }
- else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
+ case BLOCK_FACE_NONE: break; // Block tracer sometimes returns this, in this case, the coords will be correct
+ case BLOCK_FACE_YP:
{
a_Y--;
+ break;
}
- else
+ case BLOCK_FACE_YM:
{
a_Y++;
+ break;
+ }
+ default:
+ {
+ AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
+ break;
}
}
@@ -540,11 +546,10 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
if (m_IsInGround)
{
- // When an arrow hits, the client sometimes doesn't think it's in the ground, and therefore it keeps on moving (glitches)
- // Temporary fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised
+ // When an arrow hits, the client doesn't think its in the ground and keeps on moving, IF BroadcastMovementUpdate() and TeleportEntity was called during flight, AT ALL
+ // Fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised (around 1 sec after landing)
// We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
- // BroadcastMovementUpdate seems to be part of its cause, but why?
- // TODO: Find cause of arrow syncing issues and fix
+ // Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again
{