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
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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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