Moved daylight burning directly into cMonster.
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@@ -15,6 +15,7 @@
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#include "../Vector3i.h"
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#include "../Vector3d.h"
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#include "../Tracer.h"
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#include "../Chunk.h"
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// #include "../../iniFile/iniFile.h"
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@@ -100,6 +101,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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return;
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}
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// Burning in daylight
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HandleDaylightBurning(a_Chunk);
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HandlePhysics(a_Dt,a_Chunk);
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BroadcastMovementUpdate();
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@@ -473,3 +477,35 @@ void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned
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void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
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{
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if (!m_BurnsInDaylight)
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{
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return;
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}
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int RelY = (int)floor(GetPosY());
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if ((RelY < 0) || (RelY >= cChunkDef::Height))
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{
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// Outside the world
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return;
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}
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int RelX = (int)floor(GetPosX()) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = (int)floor(GetPosZ()) - a_Chunk.GetPosZ() * cChunkDef::Width;
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if (
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(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
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(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
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(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
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!IsOnFire() // Not already burning
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)
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{
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// Burn for 100 ticks, then decide again
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StartBurning(100);
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}
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}
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