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Moved potion static functions to EntityEffect to create splash potions through world

This commit is contained in:
archshift
2014-07-20 02:56:59 -07:00
parent 1595ef73dc
commit 0298d34406
7 changed files with 164 additions and 139 deletions

View File

@@ -1670,7 +1670,7 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
void cWSSAnvil::LoadSplashPotionFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
{
std::auto_ptr<cSplashPotionEntity> SplashPotion(new cSplashPotionEntity(NULL, 0, 0, 0, Vector3d(0, 0, 0), cEntityEffect::effNoEffect, cEntityEffect(), 0));
std::auto_ptr<cSplashPotionEntity> SplashPotion(new cSplashPotionEntity(NULL, 0, 0, 0, Vector3d(0, 0, 0), cItem()));
if (!LoadProjectileBaseFromNBT(*SplashPotion.get(), a_NBT, a_TagIdx))
{
return;