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TNT position fixes (#4519)

* TNT position fixes

* Don't add offset to explosion spawn coords

* Don't make other entities push TNT

* Correct initial TNT speed

* Fix typo

* Improvements

* Revert unwanted change

* Style fixes

* Update format
This commit is contained in:
Mat
2020-03-22 17:33:36 +02:00
committed by GitHub
parent 00ae9604e1
commit c968f1f7da
9 changed files with 20 additions and 13 deletions

View File

@@ -1199,7 +1199,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
{
// Activate the TNT, with a random fuse between 10 to 30 game ticks
int FuseTime = GetRandomProvider().RandInt(10, 30);
m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime);
m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime, 1, false); // Initial velocity, no fuse sound
area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
break;