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Mobs shouldn't burn when it's Raining & Mob Knockback is far too much

This commit is contained in:
r.ramazanov 2014-04-25 10:08:36 +04:00
parent 1c26eb715b
commit a72744f5c3

View File

@ -342,13 +342,13 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
switch (KnockbackLevel) switch (KnockbackLevel)
{ {
case 1: case 1:
additionalSpeed.Set(5, .2, 5); additionalSpeed.Set(5, .3, 5);
break; break;
case 2: case 2:
additionalSpeed.Set(8, .2, 8); additionalSpeed.Set(8, .3, 8);
break; break;
default: default:
additionalSpeed.Set(2, .2, 2); additionalSpeed.Set(2, .3, 2);
break; break;
} }
AddSpeed(a_TDI.Knockback * additionalSpeed); AddSpeed(a_TDI.Knockback * additionalSpeed);
@ -802,12 +802,9 @@ void cEntity::TickBurning(cChunk & a_Chunk)
int PosY = POSY_TOINT; int PosY = POSY_TOINT;
int PosZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width; int PosZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
if((POSY_TOINT - 1) == m_World->GetHeight(POSX_TOINT, POSZ_TOINT)) if (PosY > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
{ {
if (a_Chunk.GetSkyLight(PosX, PosY, PosZ) == 15) m_TicksLeftBurning = 0;
{
m_TicksLeftBurning = 0;
}
} }
} }