Squid: fixed a possible crash caused by access to a wrong chunk
Fixes FS #411. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1665 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -30,18 +30,21 @@ void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cSquid::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
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// that is not where the entity currently resides (FS #411)
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Vector3d Pos = GetPosition();
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// TODO: Not a real behavior, but cool :D
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int RelX = (int)floor(Pos.x + 0.5) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = (int)floor(Pos.z + 0.5) - a_Chunk.GetPosZ() * cChunkDef::Width;
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if (!IsBlockWater(a_Chunk.GetBlock(RelX, (int)Pos.y, RelZ)) && !IsOnFire())
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int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
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if (!IsBlockWater(a_Chunk.GetBlock(RelX, (int)floor(Pos.y), RelZ)) && !IsOnFire())
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{
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// Burn for 10 ticks, then decide again
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StartBurning(10);
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}
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super::Tick(a_Dt, a_Chunk);
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}
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