Mobs: Fixed crash with terrain too high.
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564b9ad337
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1240e583d2
@ -160,7 +160,7 @@ void cMonster::TickPathFinding()
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BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ);
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BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ);
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int LowestY = FindFirstNonAirBlockPosition(gCrossCoords[i].x + PosX, gCrossCoords[i].z + PosZ);
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BLOCKTYPE BlockAtLowestY = m_World->GetBlock(gCrossCoords[i].x + PosX, LowestY, gCrossCoords[i].z + PosZ);
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BLOCKTYPE BlockAtLowestY = (LowestY >= cChunkDef::Height) ? E_BLOCK_AIR : m_World->GetBlock(gCrossCoords[i].x + PosX, LowestY, gCrossCoords[i].z + PosZ);
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if (
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(!cBlockInfo::IsSolid(BlockAtY)) &&
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@ -453,7 +453,7 @@ int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
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}
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else
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{
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while (cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))) && (PosY < cChunkDef::Height))
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while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))))
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{
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PosY++;
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}
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@ -169,10 +169,12 @@ protected:
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/** Stores if mobile is currently moving towards the ultimate, final destination */
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bool m_bMovingToDestination;
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/** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
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If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
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If current Y is solid, goes up to find first nonsolid block, and returns that */
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/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
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If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
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If current Y is solid, goes up to find first nonsolid block, and returns that.
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If no suitable position is found, returns cChunkDef::Height. */
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int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
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/** Returns if a monster can actually reach a given height by jumping or walking */
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inline bool IsNextYPosReachable(int a_PosY)
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{
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