1
0
Fork 0

WSSAnvil: Fixed bad code in arrow loading.

This commit is contained in:
Mattes D 2014-11-26 10:14:11 +01:00
parent e88b93089f
commit 0ca891da6d
1 changed files with 8 additions and 2 deletions

View File

@ -1807,9 +1807,10 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
int InBlockZIdx = a_NBT.FindChildByName(a_TagIdx, "zTile");
if ((InBlockXIdx > 0) && (InBlockYIdx > 0) && (InBlockZIdx > 0))
{
if (a_NBT.GetType(InBlockXIdx) == a_NBT.GetType(InBlockYIdx) == a_NBT.GetType(InBlockZIdx))
eTagType typeX = a_NBT.GetType(InBlockXIdx);
if ((typeX == a_NBT.GetType(InBlockYIdx)) && (typeX == a_NBT.GetType(InBlockZIdx)))
{
switch (a_NBT.GetType(InBlockXIdx))
switch (typeX)
{
case TAG_Int:
{
@ -1823,6 +1824,11 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
Arrow->SetBlockHit(Vector3i((int)a_NBT.GetShort(InBlockXIdx), (int)a_NBT.GetShort(InBlockYIdx), (int)a_NBT.GetShort(InBlockZIdx)));
break;
}
default:
{
// No hit block, the arrow is still flying?
break;
}
}
}
}