forked from VoxeLibre/VoxeLibre
Fix being able to reduce knockback while guarding when facing away from explosions
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@ -347,7 +347,8 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
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mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
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if obj:is_player() or ent.tnt_knockback then
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if obj:is_player() and mcl_shields and mcl_shields.is_blocking and mcl_shields.is_blocking(obj) then
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local shield_dot = vector.dot(obj:get_look_dir(), vector.subtract(pos, opos))
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if obj:is_player() and mcl_shields and mcl_shields.is_blocking and mcl_shields.is_blocking(obj) and shield_dot >= 0 then
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obj:add_velocity(vector.multiply(punch_dir, impact * 10))
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else
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obj:add_velocity(vector.multiply(punch_dir, impact * 20))
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