More suggestions
This commit is contained in:
parent
b2fbcaf1bf
commit
1296c5dce7
@ -869,7 +869,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
|
||||
// Remember the current burning state:
|
||||
bool HasBeenBurning = (m_TicksLeftBurning > 0);
|
||||
|
||||
if (IsBiomeNoDownfall(a_Chunk.GetBiomeAt(POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width, POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width)) || GetWorld()->IsWeatherWet())
|
||||
if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT))
|
||||
{
|
||||
if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
|
||||
{
|
||||
|
@ -1599,7 +1599,7 @@ bool cPlayer::MoveToWorld(const AString & a_WorldName, cWorld * a_World, bool a_
|
||||
m_ClientHandle->SendRespawn(World->GetDimension());
|
||||
}
|
||||
|
||||
// Remove player from old world
|
||||
// Remove player from the old world
|
||||
m_World->RemovePlayer(this);
|
||||
|
||||
// Queue adding player to the new world, including all the necessary adjustments to the object
|
||||
|
@ -350,7 +350,7 @@ public:
|
||||
|
||||
void SendExperience(void);
|
||||
|
||||
/** In UI windows, the item that the player is dragging */
|
||||
/** In UI windows, get the item that the player is dragging */
|
||||
cItem & GetDraggingItem(void) {return m_DraggingItem; }
|
||||
|
||||
// In UI windows, when inventory-painting:
|
||||
@ -398,7 +398,9 @@ public:
|
||||
/** If true the player can fly even when he's not in creative. */
|
||||
void SetCanFly(bool a_CanFly);
|
||||
|
||||
/** Gets the last position that the player slept in */
|
||||
/** Gets the last position that the player slept in
|
||||
This is initialised to the world spawn point if the player has not slept in a bed as of yet
|
||||
*/
|
||||
Vector3i GetLastBedPos(void) const { return m_LastBedPos; }
|
||||
|
||||
/** Sets the player's bed (home) position */
|
||||
|
@ -1034,7 +1034,7 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
|
||||
(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
|
||||
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
|
||||
!IsOnFire() && // Not already burning
|
||||
(IsBiomeNoDownfall(a_Chunk.GetBiomeAt(RelX, RelZ)) || !GetWorld()->IsWeatherWet()) // Not raining
|
||||
GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT) // Not raining
|
||||
)
|
||||
{
|
||||
// Burn for 100 ticks, then decide again
|
||||
|
Loading…
Reference in New Issue
Block a user