diff --git a/source/World.cpp b/source/World.cpp index 0c33ddcaf..ea4950551 100644 --- a/source/World.cpp +++ b/source/World.cpp @@ -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);