Fix mobs not burning in daylight when on snow (#3961)
* Fix mobs not burning in daylight when on snow or other non-transparent partial blocks. Fixes #3945 * Change from floor to ceil
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@ -1363,17 +1363,17 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
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GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
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)
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{
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int MobHeight = FloorC(a_Location.y + GetHeight()) - 1; // The block Y coord of the mob's head
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int MobHeight = CeilC(a_Location.y + GetHeight()) - 1; // The block Y coord of the mob's head
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if (MobHeight >= cChunkDef::Height)
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{
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return true;
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}
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// Start with the highest block and scan down to the mob's head.
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// Start with the highest block and scan down to just above the mob's head.
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// If a non transparent is found, return false (do not burn). Otherwise return true.
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// Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
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// instantly.(An exception is e.g. standing under a long column of glass).
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int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
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while (CurrentBlock >= MobHeight)
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while (CurrentBlock > MobHeight)
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{
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BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
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if (
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