- Pickups should now burn in fire
- The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -169,13 +169,17 @@ void cPickup::HandlePhysics(float a_Dt)
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{
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m_bOnGround = false;
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}
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char block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
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if( block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_LAVA ) {
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char Block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
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if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
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{
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m_bCollected = true;
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m_Timer = 0;
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return;
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}
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
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if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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