Now zombies spawn in Overworld during night
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@ -1,4 +1,3 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "BlockID.h"
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#include "BlockID.h"
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@ -278,7 +277,7 @@ cWorld::cWorld(const AString & a_WorldName) :
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m_LastSave = 0;
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m_LastSave = 0;
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m_LastUnload = 0;
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m_LastUnload = 0;
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// preallocate some memory for ticking blocks so we don´t need to allocate that often
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// preallocate some memory for ticking blocks so we don<EFBFBD>t need to allocate that often
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m_BlockTickQueue.reserve(1000);
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m_BlockTickQueue.reserve(1000);
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m_BlockTickQueueCopy.reserve(1000);
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m_BlockTickQueueCopy.reserve(1000);
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@ -634,7 +633,6 @@ void cWorld::TickSpawnMobs(float a_Dt)
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{
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{
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switch (nightRand)
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switch (nightRand)
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{
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{
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case 1: MobType = E_ENTITY_TYPE_ZOMBIE; break; // _X 2013_06_25: Really? Zombies in the Nether?
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case 5: MobType = E_ENTITY_TYPE_GHAST; break;
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case 5: MobType = E_ENTITY_TYPE_GHAST; break;
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case 6: MobType = E_ENTITY_TYPE_ZOMBIE_PIGMAN; break;
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case 6: MobType = E_ENTITY_TYPE_ZOMBIE_PIGMAN; break;
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}
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}
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@ -642,8 +640,9 @@ void cWorld::TickSpawnMobs(float a_Dt)
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else
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else
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{
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{
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switch (nightRand)
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switch (nightRand)
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{
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{
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case 0: MobType = E_ENTITY_TYPE_SPIDER; break;
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case 0: MobType = E_ENTITY_TYPE_SPIDER; break;
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case 1: MobType = E_ENTITY_TYPE_ZOMBIE; break;
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case 2: MobType = E_ENTITY_TYPE_ENDERMAN; break;
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case 2: MobType = E_ENTITY_TYPE_ENDERMAN; break;
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case 3: MobType = E_ENTITY_TYPE_CREEPER; break;
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case 3: MobType = E_ENTITY_TYPE_CREEPER; break;
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case 4: MobType = E_ENTITY_TYPE_CAVE_SPIDER; break;
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case 4: MobType = E_ENTITY_TYPE_CAVE_SPIDER; break;
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