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:
Shredder
2026-05-23 05:29:47 +05:00
parent 4b69a1240a
commit d7d887f882
17 changed files with 287 additions and 120 deletions

View File

@@ -169,7 +169,9 @@ void Mob::playAmbientSound()
level->playSound(this, ambient, getSoundVolume(), getVoicePitch());
}
}
bool Mob::isOnFire() {
return onFire > 0 || getSharedFlag(SharedFlagsInformation::FLAG_ONFIRE);
}
void Mob::baseTick()
{
oAttackAnim = attackAnim;
@@ -177,6 +179,18 @@ void Mob::baseTick()
TIMER_PUSH("mobBaseTick");
// @TODO - check if this section i added to make fire render in mp doesnt break crap - shredder
if (!level->isClientSide) {
// Server side: Tell the client if this mob/player is still burning
setSharedFlag(SharedFlagsInformation::FLAG_ONFIRE, onFire > 0);
} else {
// Client side: If the server flag says we aren't on fire, extinguish local visual timer
if (!getSharedFlag(SharedFlagsInformation::FLAG_ONFIRE)) {
onFire = 0;
}
}
// todo ends here
if (((ambientSoundTime++ & 15) == 0) && random.nextInt(2000) < ambientSoundTime) {
ambientSoundTime = -getAmbientSoundInterval();
playAmbientSound();