Time and weather is saved, part of #1058
Also fixed unreliability in Health and LootPickup loading.
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@@ -2454,9 +2454,16 @@ bool cWSSAnvil::LoadMonsterBaseFromNBT(cMonster & a_Monster, const cParsedNBT &
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a_Monster.SetDropChanceChestplate(DropChance[2]);
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a_Monster.SetDropChanceLeggings(DropChance[3]);
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a_Monster.SetDropChanceBoots(DropChance[4]);
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bool CanPickUpLoot = (a_NBT.GetByte(a_NBT.FindChildByName(a_TagIdx, "CanPickUpLoot")) == 1);
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a_Monster.SetCanPickUpLoot(CanPickUpLoot);
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a_Monster.SetHealth(a_NBT.GetShort(a_NBT.FindChildByName(a_TagIdx, "Health")));
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int LootTag = a_NBT.FindChildByName(a_TagIdx, "CanPickUpLoot");
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if (LootTag > 0)
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{
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bool CanPickUpLoot = (a_NBT.GetByte(LootTag) == 1);
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a_Monster.SetCanPickUpLoot(CanPickUpLoot);
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}
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int HealthTag = a_NBT.FindChildByName(a_TagIdx, "Health");
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a_Monster.SetHealth(HealthTag > 0 ? a_NBT.GetShort(HealthTag) : a_Monster.GetMaxHealth());
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return true;
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}
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