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Merge branch 'snowram/projectile-offsets' into 'master'
Set projectile offsets in states instead of globally See merge request veloren/veloren!2855
This commit is contained in:
commit
0b477ec9af
@ -66,6 +66,7 @@ pub enum ServerEvent {
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Respawn(EcsEntity),
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Shoot {
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entity: EcsEntity,
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pos: Pos,
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dir: Dir,
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body: comp::Body,
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light: Option<comp::LightEmitter>,
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@ -1,5 +1,5 @@
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use crate::{
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comp::{Body, CharacterState, LightEmitter, ProjectileConstructor, StateUpdate},
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comp::{Body, CharacterState, LightEmitter, Pos, ProjectileConstructor, StateUpdate},
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event::ServerEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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@ -83,6 +83,9 @@ impl CharacterBehavior for Data {
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);
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// Shoots all projectiles simultaneously
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for i in 0..self.static_data.num_projectiles {
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// Gets offsets
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let body_offsets = data.body.projectile_offsets(update.ori.look_vec());
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let pos = Pos(data.pos.0 + body_offsets);
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// Adds a slight spread to the projectiles. First projectile has no spread,
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// and spread increases linearly with number of projectiles created.
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let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| {
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@ -95,6 +98,7 @@ impl CharacterBehavior for Data {
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// Tells server to create and shoot the projectile
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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pos,
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dir,
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body: self.static_data.projectile_body,
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projectile: projectile.clone(),
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@ -1,7 +1,7 @@
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use crate::{
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comp::{
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projectile::ProjectileConstructor, Body, CharacterState, EnergyChange, EnergySource,
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LightEmitter, StateUpdate,
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LightEmitter, Pos, StateUpdate,
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},
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event::ServerEvent,
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states::{
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@ -110,6 +110,9 @@ impl CharacterBehavior for Data {
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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// Gets offsets
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let body_offsets = data.body.projectile_offsets(update.ori.look_vec());
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let pos = Pos(data.pos.0 + body_offsets);
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let projectile = arrow.create_projectile(
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Some(*data.uid),
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crit_chance,
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@ -118,6 +121,7 @@ impl CharacterBehavior for Data {
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);
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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pos,
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dir: data.inputs.look_dir,
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body: self.static_data.projectile_body,
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projectile,
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@ -1,6 +1,6 @@
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use crate::{
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comp::{
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Body, CharacterState, EnergyChange, EnergySource, LightEmitter, ProjectileConstructor,
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Body, CharacterState, EnergyChange, EnergySource, LightEmitter, Pos, ProjectileConstructor,
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StateUpdate,
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},
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event::ServerEvent,
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@ -91,6 +91,9 @@ impl CharacterBehavior for Data {
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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// Gets offsets
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let body_offsets = data.body.projectile_offsets(update.ori.look_vec());
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let pos = Pos(data.pos.0 + body_offsets);
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let projectile = self.static_data.projectile.create_projectile(
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Some(*data.uid),
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crit_chance,
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@ -99,6 +102,7 @@ impl CharacterBehavior for Data {
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);
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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pos,
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dir: data.inputs.look_dir,
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body: self.static_data.projectile_body,
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projectile,
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@ -238,6 +238,32 @@ impl Body {
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/// Returns how well a body can move backwards while strafing (0.0 = not at
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/// all, 1.0 = same as forward)
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pub fn reverse_move_factor(&self) -> f32 { 0.45 }
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/// Returns the position where a projectile should be fired relative to this
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/// body
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pub fn projectile_offsets(&self, ori: Vec3<f32>) -> Vec3<f32> {
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let body_offsets_z = match self {
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Body::Golem(_) => self.height() * 0.4,
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_ => self.eye_height(),
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};
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let dim = self.dimensions();
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// The width (shoulder to shoulder) and length (nose to tail)
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let (width, length) = (dim.x, dim.y);
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let body_radius = if length > width {
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// Dachshund-like
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self.max_radius()
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} else {
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// Cyclops-like
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self.min_radius()
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};
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Vec3::new(
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body_radius * ori.x * 1.1,
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body_radius * ori.y * 1.1,
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body_offsets_z,
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)
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}
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}
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/// Handles updating `Components` to move player based on state of `JoinData`
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@ -173,6 +173,7 @@ pub fn handle_create_ship(
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pub fn handle_shoot(
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server: &mut Server,
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entity: EcsEntity,
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pos: Pos,
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dir: Dir,
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body: Body,
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light: Option<LightEmitter>,
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@ -182,11 +183,7 @@ pub fn handle_shoot(
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) {
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let state = server.state_mut();
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let mut pos = if let Some(pos) = state.ecs().read_storage::<Pos>().get(entity) {
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pos.0
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} else {
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return;
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};
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let pos = pos.0;
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let vel = *dir * speed
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+ state
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@ -201,18 +198,6 @@ pub fn handle_shoot(
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.write_resource::<Vec<Outcome>>()
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.push(Outcome::ProjectileShot { pos, body, vel });
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let eye_height =
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state
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.ecs()
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.read_storage::<comp::Body>()
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.get(entity)
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.map_or(0.0, |b| match b {
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comp::Body::Golem(_) => b.height() * 0.45,
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_ => b.eye_height(),
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});
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pos.z += eye_height;
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let mut builder = state.create_projectile(Pos(pos), Vel(vel), body, projectile);
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if let Some(light) = light {
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builder = builder.with(light)
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@ -71,13 +71,16 @@ impl Server {
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ServerEvent::Bonk { pos, owner, target } => handle_bonk(self, pos, owner, target),
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ServerEvent::Shoot {
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entity,
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pos,
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dir,
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body,
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light,
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projectile,
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speed,
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object,
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} => handle_shoot(self, entity, dir, body, light, projectile, speed, object),
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} => handle_shoot(
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self, entity, pos, dir, body, light, projectile, speed, object,
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),
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ServerEvent::Shockwave {
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properties,
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pos,
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@ -1830,7 +1830,10 @@ impl<'a> AgentData<'a> {
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+ charge_factor * c.static_data.scaled_projectile_speed;
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aim_projectile(
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projectile_speed,
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Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
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self.pos.0
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+ self.body.map_or(Vec3::zero(), |body| {
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body.projectile_offsets(self.ori.look_vec())
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}),
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Vec3::new(
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tgt_data.pos.0.x,
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tgt_data.pos.0.y,
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@ -1842,7 +1845,10 @@ impl<'a> AgentData<'a> {
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let projectile_speed = c.static_data.projectile_speed;
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aim_projectile(
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projectile_speed,
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Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
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self.pos.0
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+ self.body.map_or(Vec3::zero(), |body| {
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body.projectile_offsets(self.ori.look_vec())
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}),
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Vec3::new(
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tgt_data.pos.0.x,
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tgt_data.pos.0.y,
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@ -1854,7 +1860,10 @@ impl<'a> AgentData<'a> {
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let projectile_speed = c.static_data.projectile_speed;
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aim_projectile(
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projectile_speed,
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Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
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self.pos.0
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+ self.body.map_or(Vec3::zero(), |body| {
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body.projectile_offsets(self.ori.look_vec())
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}),
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Vec3::new(
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tgt_data.pos.0.x,
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tgt_data.pos.0.y,
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@ -115,6 +115,7 @@ impl<'a> System<'a> for Sys {
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.expect("nonzero vector should normalize");
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server_emitter.emit(ServerEvent::Shoot {
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entity,
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pos: *pos,
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dir,
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body: Body::Object(object::Body::for_firework(*reagent)),
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light: Some(LightEmitter {
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@ -13,7 +13,7 @@ use common::{
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use common_state::BlockChange;
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use hashbrown::HashMap;
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use specs::{join::Join, Entity, Read, Write};
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use vek::Rgb;
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use vek::{Rgb, Vec3};
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pub fn dispatch_actions(system_data: &mut WiringData) {
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let WiringData {
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@ -113,6 +113,7 @@ fn dispatch_action_spawn_projectile(
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// NOTE: constr in RFC is about Arrow projectile
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server_emitter.emit(ServerEvent::Shoot {
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entity,
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pos: Pos(Vec3::zero()),
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dir: Dir::forward(),
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body: Body::Object(object::Body::Arrow),
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projectile: constr.create_projectile(None, 0.0, 1.0, 1.0),
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