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authorSTRWarrior <niels.breuker@hotmail.nl>2013-12-22 14:51:19 +0100
committerSTRWarrior <niels.breuker@hotmail.nl>2013-12-22 14:51:19 +0100
commit9de847c9b1be8209a96cb6b77d7166157b947a99 (patch)
tree8655037713bce7ed7ba93378187a66ae18f348c2
parentFishing now uses a countdown instead of a random number each tick. (diff)
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Diffstat (limited to '')
-rw-r--r--src/Items/ItemFishingRod.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Items/ItemFishingRod.h b/src/Items/ItemFishingRod.h
index 80fca2d7f..0cb9fc654 100644
--- a/src/Items/ItemFishingRod.h
+++ b/src/Items/ItemFishingRod.h
@@ -180,7 +180,7 @@ public:
}
else
{
- cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID());
+ cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), 100 + a_World->GetTickRandomNumber(800)); // TODO: for each lure level do 100 ticks less.
Floater->Initialize(a_World);
a_Player->SetIsFishing(true, Floater->GetUniqueID());
}