Fixed TNT fizzing everywhere
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parent
6eeeb2aa01
commit
8fbb936b63
@ -33,7 +33,7 @@ public:
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case E_BLOCK_TNT:
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{
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// Activate the TNT:
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a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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a_World->BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
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break;
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@ -79,7 +79,7 @@ void cCreeper::Attack(float a_Dt)
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if (!m_bIsBlowing)
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{
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m_World->BroadcastSoundEffect("random.fuse", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 1.f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("game.tnt.primed", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 1.f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_bIsBlowing = true;
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m_World->BroadcastEntityMetadata(*this);
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}
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