Fixed #906
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@ -771,6 +771,16 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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{
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// Remember the current burning state:
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bool HasBeenBurning = (m_TicksLeftBurning > 0);
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if (GetWorld()->GetWeather() == eWeather_Rain)
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{
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if (HasBeenBurning)
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{
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m_TicksLeftBurning = 0;
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OnFinishedBurning();
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}
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return;
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}
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// Do the burning damage:
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if (m_TicksLeftBurning > 0)
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@ -1003,7 +1003,8 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
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(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
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(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
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(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
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!IsOnFire() // Not already burning
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!IsOnFire() && // Not already burning
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(GetWorld()->GetWeather() != eWeather_Rain) // Not raining
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)
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{
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// Burn for 100 ticks, then decide again
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