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@ -869,7 +869,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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// Remember the current burning state:
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// Remember the current burning state:
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bool HasBeenBurning = (m_TicksLeftBurning > 0);
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bool HasBeenBurning = (m_TicksLeftBurning > 0);
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if (IsBiomeNoDownfall(a_Chunk.GetBiomeAt(POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width, POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width)) || GetWorld()->IsWeatherWet())
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if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT))
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{
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{
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if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
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if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
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{
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{
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@ -1599,7 +1599,7 @@ bool cPlayer::MoveToWorld(const AString & a_WorldName, cWorld * a_World, bool a_
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m_ClientHandle->SendRespawn(World->GetDimension());
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m_ClientHandle->SendRespawn(World->GetDimension());
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}
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}
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// Remove player from old world
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// Remove player from the old world
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m_World->RemovePlayer(this);
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m_World->RemovePlayer(this);
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// Queue adding player to the new world, including all the necessary adjustments to the object
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// Queue adding player to the new world, including all the necessary adjustments to the object
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@ -350,7 +350,7 @@ public:
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void SendExperience(void);
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void SendExperience(void);
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/** In UI windows, the item that the player is dragging */
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/** In UI windows, get the item that the player is dragging */
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cItem & GetDraggingItem(void) {return m_DraggingItem; }
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cItem & GetDraggingItem(void) {return m_DraggingItem; }
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// In UI windows, when inventory-painting:
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// In UI windows, when inventory-painting:
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@ -398,7 +398,9 @@ public:
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/** If true the player can fly even when he's not in creative. */
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/** If true the player can fly even when he's not in creative. */
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void SetCanFly(bool a_CanFly);
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void SetCanFly(bool a_CanFly);
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/** Gets the last position that the player slept in */
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/** Gets the last position that the player slept in
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This is initialised to the world spawn point if the player has not slept in a bed as of yet
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*/
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Vector3i GetLastBedPos(void) const { return m_LastBedPos; }
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Vector3i GetLastBedPos(void) const { return m_LastBedPos; }
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/** Sets the player's bed (home) position */
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/** Sets the player's bed (home) position */
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@ -1034,7 +1034,7 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
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(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
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(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
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(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
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(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
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!IsOnFire() && // Not already burning
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!IsOnFire() && // Not already burning
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(IsBiomeNoDownfall(a_Chunk.GetBiomeAt(RelX, RelZ)) || !GetWorld()->IsWeatherWet()) // Not raining
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GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT) // Not raining
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)
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)
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{
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{
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// Burn for 100 ticks, then decide again
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// Burn for 100 ticks, then decide again
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