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