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Fixed pickup behavior outside the world.

One part of #131.
This commit is contained in:
madmaxoft 2013-08-24 21:34:42 +02:00
parent 259f08aac8
commit b1ad3f8336

View File

@ -73,18 +73,19 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
if (!m_bCollected)
{
int BlockY = (int) floor(GetPosY());
if (BlockY < cChunkDef::Height) // Don't do anything except for falling when above the world
if ((BlockY >= 0) && (BlockY < cChunkDef::Height)) // Don't do anything except for falling when outside the world
{
int BlockX = (int) floor(GetPosX());
int BlockZ = (int) floor(GetPosZ());
//Position might have changed due to physics. So we have to make sure we have the correct chunk.
// Position might have changed due to physics. So we have to make sure we have the correct chunk.
cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
if (CurrentChunk != NULL) // Make sure the chunk is loaded
{
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ);
// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);
if (