few additions and bug fixes
Added Hand Sway (not an option yet) from b1,8 Fire works properly in multiplayer now and also renders on undead mobs in sunlight now hopefully fixed bow stuck bug on touchscreen devices Fire on entites uses updated rendering from b1.6.6 Shadow bug fix attempt the 15th Added looking at block in debug screen Zombie Pigman now renders his hat layer Temporarily disabled most randomlevelsource cave, canyon and tall grass code just for this commit to test performance
This commit is contained in:
@@ -465,6 +465,15 @@ void Entity::tick()
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baseTick();
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}
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void Entity::setOnFire(int numberOfSeconds)
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{
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int newValue = numberOfSeconds * 20;
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if (onFire < newValue)
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{
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onFire = newValue;
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}
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}
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void Entity::baseTick()
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{
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TIMER_PUSH("entityBaseTick");
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@@ -89,6 +89,8 @@ public:
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virtual bool isAlive();
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virtual bool isOnFire();
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virtual void setOnFire(int numberOfSeconds);
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virtual bool isPlayer();
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virtual bool isCreativeModeAllowed();
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@@ -169,7 +169,9 @@ void Mob::playAmbientSound()
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level->playSound(this, ambient, getSoundVolume(), getVoicePitch());
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}
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}
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bool Mob::isOnFire() {
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return onFire > 0 || getSharedFlag(SharedFlagsInformation::FLAG_ONFIRE);
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}
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void Mob::baseTick()
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{
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oAttackAnim = attackAnim;
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@@ -177,6 +179,18 @@ void Mob::baseTick()
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TIMER_PUSH("mobBaseTick");
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// @TODO - check if this section i added to make fire render in mp doesnt break crap - shredder
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if (!level->isClientSide) {
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// Server side: Tell the client if this mob/player is still burning
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setSharedFlag(SharedFlagsInformation::FLAG_ONFIRE, onFire > 0);
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} else {
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// Client side: If the server flag says we aren't on fire, extinguish local visual timer
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if (!getSharedFlag(SharedFlagsInformation::FLAG_ONFIRE)) {
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onFire = 0;
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}
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}
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// todo ends here
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if (((ambientSoundTime++ & 15) == 0) && random.nextInt(2000) < ambientSoundTime) {
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ambientSoundTime = -getAmbientSoundInterval();
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playAmbientSound();
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@@ -52,6 +52,7 @@ public:
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virtual bool isPickable();
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virtual bool isPushable();
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virtual bool isOnFire();
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virtual bool isShootable();
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MoveControl* getMoveControl();
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@@ -19,7 +19,7 @@ void Skeleton::aiStep() {
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float br = getBrightness(1);
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if (br > 0.5f) {
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if (level->canSeeSky(Mth::floor(x), Mth::floor(y), Mth::floor(z)) && random.nextFloat() * 3.5f < (br - 0.4f)) {
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hurt(NULL, 1);
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// hurt(NULL, 1); // no use anymore since i restored setOnFire - shredder
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for (int i = 0; i < 5; ++i) {
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float xa = (2.0f * random.nextFloat() - 1.0f) * (2.0f * random.nextFloat() - 1.0f) * 0.02f;
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@@ -27,7 +27,7 @@ void Skeleton::aiStep() {
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float za = (2.0f * random.nextFloat() - 1.0f) * (2.0f * random.nextFloat() - 1.0f) * 0.02f;
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level->addParticle(PARTICLETYPE(explode), x + random.nextFloat() * bbWidth * 2 - bbWidth, y + random.nextFloat() * bbHeight, z + random.nextFloat() * bbWidth * 2 - bbWidth, xa, ya, za);
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}
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//setOnFire(8); //@todo
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setOnFire(8); //@todo
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}
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}
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}
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@@ -55,7 +55,7 @@ void Zombie::aiStep() {
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float br = getBrightness(1);
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if (br > 0.5f) {
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if (level->canSeeSky(Mth::floor(x), Mth::floor(y), Mth::floor(z)) && random.nextFloat() * 3.5f < (br - 0.4f)) {
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hurt(NULL, 1);
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// hurt(NULL, 1); // no use anymore since i restored setOnFire - shredder
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for (int i = 0; i < 5; ++i) {
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float xa = (2.0f * random.nextFloat() - 1.0f) * (2.0f * random.nextFloat() - 1.0f) * 0.02f;
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@@ -63,7 +63,7 @@ void Zombie::aiStep() {
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float za = (2.0f * random.nextFloat() - 1.0f) * (2.0f * random.nextFloat() - 1.0f) * 0.02f;
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level->addParticle(PARTICLETYPE(explode), x + random.nextFloat() * bbWidth * 2 - bbWidth, y + random.nextFloat() * bbHeight, z + random.nextFloat() * bbWidth * 2 - bbWidth, xa, ya, za);
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}
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//setOnFire(8); //@todo
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setOnFire(8); //@todo
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}
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}
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}
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@@ -216,6 +216,7 @@ bool Player::checkBed() {
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return (level->getTile(bedPosition.x, bedPosition.y, bedPosition.z) == Tile::bed->id);
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}
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void Player::tick() {
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bool shouldSleep = entityData.getFlag<SharedFlagsInformation::SharedFlagsInformationType>(DATA_PLAYER_FLAGS_ID, PLAYER_SLEEP_FLAG);
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if(shouldSleep != isSleeping()) {
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@@ -246,11 +247,24 @@ void Player::tick() {
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}
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super::tick();
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if (!level->isClientSide) {
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// @TODO - Awful Hack Start, MCPE 0.6 doesn't deal damage with fire to players for some reason on mp, so we force it here to do it, need a better way honestly - shredder
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if (level->containsFireTile(this->bb)) {
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hurt(NULL, 1);
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if (!isInWater()) {
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if (onFire <= 0) {
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onFire = 20 * 15;
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}
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}
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}
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// Awful hack ends here
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foodData.tick(this);
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// if (containerMenu != NULL && !containerMenu->stillValid(this)) {
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// closeContainer();
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// }
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// if (containerMenu != NULL && !containerMenu->stillValid(this)) {
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// closeContainer();
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// }
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}
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}
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