Pickup: Fixed a possible crash when a pickup went up above the world.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1428 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -68,30 +68,35 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
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if (!m_bCollected)
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if (!m_bCollected)
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{
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{
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int BlockX = (int) floor(GetPosX());
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int BlockY = (int) floor(GetPosY());
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int BlockY = (int) floor(GetPosY());
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int BlockZ = (int) floor(GetPosZ());
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if (BlockY < cChunkDef::Height) // Don't do anything except for falling when above the world
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//Position might have changed due to physics. So we have to make sure we have the correct chunk.
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cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
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if (CurrentChunk != NULL) //Making sure the chunk is loaded
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{
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{
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int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
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int BlockX = (int) floor(GetPosX());
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int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
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int BlockZ = (int) floor(GetPosZ());
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//Position might have changed due to physics. So we have to make sure we have the correct chunk.
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BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
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BLOCKTYPE BlockIn = CurrentChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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if (CurrentChunk != NULL) // Make sure the chunk is loaded
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if( IsBlockLava(BlockBelow) || BlockBelow == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE )
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{
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{
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int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockBelow = CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ);
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BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);
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if (
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IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
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IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
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)
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{
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m_bCollected = true;
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m_bCollected = true;
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m_Timer = 0; //We have to reset the timer.
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m_Timer = 0; // We have to reset the timer.
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m_Timer += a_Dt; //In case we have to destroy the pickup in the same tick.
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m_Timer += a_Dt; // In case we have to destroy the pickup in the same tick.
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if (m_Timer > 500.f)
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if (m_Timer > 500.f)
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{
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{
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Destroy();
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Destroy();
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return;
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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