1
0
cuberite-2a/source/Mobs/Squid.cpp
madmaxoft@gmail.com 254295b5b8 Squid: fixed a possible crash caused by access to a wrong chunk
Fixes FS #411.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1665 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-07-07 20:20:18 +00:00

53 lines
1.0 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Squid.h"
#include "../Vector3d.h"
#include "../Chunk.h"
cSquid::cSquid(void) :
super("Squid", 94, "", "", 0.95, 0.95)
{
}
void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
// Drops 0-3 Ink Sacs
AddRandomDropItem(a_Drops, 0, 3, E_ITEM_DYE, E_META_DYE_BLACK);
}
void cSquid::Tick(float a_Dt, cChunk & a_Chunk)
{
// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
// that is not where the entity currently resides (FS #411)
Vector3d Pos = GetPosition();
// TODO: Not a real behavior, but cool :D
int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
if (!IsBlockWater(a_Chunk.GetBlock(RelX, (int)floor(Pos.y), RelZ)) && !IsOnFire())
{
// Burn for 10 ticks, then decide again
StartBurning(10);
}
super::Tick(a_Dt, a_Chunk);
}