Fixed the monster burn code.
The old code failed when the monster was out of Y range.
This commit is contained in:
parent
7a778e2911
commit
902f428342
@ -1098,6 +1098,19 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
|
||||
|
||||
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
|
||||
{
|
||||
// If the Y coord is out of range, return the most logical result without considering anything else:
|
||||
int RelY = FloorC(a_Location.y);
|
||||
if (RelY < 0)
|
||||
{
|
||||
// Never burn under the world
|
||||
return false;
|
||||
}
|
||||
if (RelY >= cChunkDef::Height)
|
||||
{
|
||||
// Always burn above the world
|
||||
return true;
|
||||
}
|
||||
|
||||
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
|
||||
if ((Chunk == nullptr) || (!Chunk->IsValid()))
|
||||
{
|
||||
@ -1105,13 +1118,12 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
|
||||
}
|
||||
|
||||
int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
|
||||
int RelY = FloorC(a_Location.y);
|
||||
int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
|
||||
|
||||
if (
|
||||
(Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
|
||||
(Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
|
||||
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
|
||||
(GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
|
||||
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
|
||||
)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user