Improved pickups spawning speed again
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303e086e73
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@ -376,9 +376,8 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX
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MicroZ = a_BlockZ + 0.5;
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// Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy)
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//MicroX += (int)(r1.randInt(16) + r1.randInt(16) - 16);
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//MicroY += (int)(r1.randInt(16) + r1.randInt(16) - 16);
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//MicroZ += (int)(r1.randInt(16) + r1.randInt(16) - 16);
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MicroX += r1.rand(1) - 0.5;
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MicroZ += r1.rand(1) - 0.5;
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a_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ);
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}
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@ -1588,7 +1588,7 @@ bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
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void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed, bool IsPlayerCreated)
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{
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MTRand r1;
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a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
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a_FlyAwaySpeed /= 100; // Pre-divide, so that we don't have to divide each time inside the loop
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for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
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{
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if (!IsValidItem(itr->m_ItemType))
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@ -1597,9 +1597,9 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
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continue;
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}
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float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
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float SpeedY = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
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float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
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float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5));
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float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(50));
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float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5));
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cPickup * Pickup = new cPickup(
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a_BlockX, a_BlockY, a_BlockZ,
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