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Temporarily set all pickups to spawn in the middle of the block from which they fall.

(Additional fix for FS #338)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1478 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-05-12 21:00:21 +00:00
parent 2038da8681
commit 59eb312291

View File

@ -1209,14 +1209,22 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
// Add random offset to the spawn position:
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
SpeedX = SpeedY = SpeedZ = 0;
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
MicroX = (int)(floor(a_BlockX) * 32) + 16;
MicroY = (int)(floor(a_BlockY) * 32) + 16;
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
cPickup * Pickup = new cPickup(
(int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16),
(int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16),
(int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16),
MicroX, MicroY, MicroZ,
*itr, SpeedX, SpeedY, SpeedZ
);
Pickup->Initialize(this);
@ -1229,17 +1237,25 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
a_SpeedX = a_SpeedY = a_SpeedZ = 0;
MTRand r1;
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
// TODO 2013_05_12 _X: Because spawning pickups with nonzero speed causes them to bug (FS #338),
// I decided to temporarily reset the speed to zero to fix it, until we have proper pickup physics
a_SpeedX = a_SpeedY = a_SpeedZ = 0;
// Add random offset to the spawn position:
int MicroX = (int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroY = (int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
int MicroZ = (int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16);
// TODO 2013_05_12 _X: It seems that pickups bug out even with zero speed, trying mid-block position:
MicroX = (int)(floor(a_BlockX) * 32) + 16;
MicroY = (int)(floor(a_BlockY) * 32) + 16;
MicroZ = (int)(floor(a_BlockZ) * 32) + 16;
cPickup * Pickup = new cPickup(
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
MicroX, MicroY, MicroZ,
*itr, (float)a_SpeedX, (float)a_SpeedY, (float)a_SpeedZ
);
Pickup->Initialize(this);