修复了波塞克散射模式伤害

This commit is contained in:
Atsuihsio 2024-05-06 17:21:54 +08:00
parent 537ca31925
commit 90d24f9c8b
2 changed files with 2 additions and 2 deletions

View file

@ -50,7 +50,7 @@ public class BowlooseProcedure {
} }
}.getArrow(projectileLevel, entity, (float) (0.5 * (1 + 0.05 * usehand.getOrCreateTag().getDouble("level"))), 0, (byte) 2); }.getArrow(projectileLevel, entity, (float) (0.5 * (1 + 0.05 * usehand.getOrCreateTag().getDouble("level"))), 0, (byte) 2);
_entityToSpawn.setPos(entity.getX(), entity.getEyeY() - 0.1, entity.getZ()); _entityToSpawn.setPos(entity.getX(), entity.getEyeY() - 0.1, entity.getZ());
_entityToSpawn.shoot(entity.getLookAngle().x, entity.getLookAngle().y, entity.getLookAngle().z, (float) (4 * power), (float) 0.02); _entityToSpawn.shoot(entity.getLookAngle().x, entity.getLookAngle().y, entity.getLookAngle().z, (float) (4 * power), (float) 0.01);
projectileLevel.addFreshEntity(_entityToSpawn); projectileLevel.addFreshEntity(_entityToSpawn);
} }
if (!entity.level().isClientSide() && entity.getServer() != null) { if (!entity.level().isClientSide() && entity.getServer() != null) {

View file

@ -46,7 +46,7 @@ public class BulletFireNormalProcedure {
ProjectileEntity projectile = new ProjectileEntity(entity.level(), living, damage, headshot); ProjectileEntity projectile = new ProjectileEntity(entity.level(), living, damage, headshot);
projectile.setPos((living.getX() + (-0.5) * living.getLookAngle().x), (living.getEyeY() - 0.1 + (-0.5) * living.getLookAngle().y), (living.getZ() + (-0.5) * living.getLookAngle().z)); projectile.setPos((living.getX() + (-0.5) * living.getLookAngle().x), (living.getEyeY() - 0.1 + (-0.5) * living.getLookAngle().y), (living.getZ() + (-0.5) * living.getLookAngle().z));
projectile.shoot(living.getLookAngle().x, living.getLookAngle().y, living.getLookAngle().z, velocity, 2.5f); projectile.shoot(living.getLookAngle().x, living.getLookAngle().y, living.getLookAngle().z, velocity, 2f);
entity.level().addFreshEntity(projectile); entity.level().addFreshEntity(projectile);
} else { } else {