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-rw-r--r--src/Entities/Floater.cpp24
1 files changed, 16 insertions, 8 deletions
diff --git a/src/Entities/Floater.cpp b/src/Entities/Floater.cpp
index bb326f70b..2738c12d3 100644
--- a/src/Entities/Floater.cpp
+++ b/src/Entities/Floater.cpp
@@ -101,11 +101,16 @@ void cFloater::SpawnOn(cClientHandle & a_Client)
void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
- auto & Random = GetRandomProvider();
-
HandlePhysics(a_Dt, a_Chunk);
- if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT))
- && (m_World->GetBlockMeta(POSX_TOINT, POSY_TOINT, POSZ_TOINT) == 0))
+
+ PREPARE_REL_AND_CHUNK(GetPosition().Floor(), a_Chunk);
+ if (!RelSuccess)
+ {
+ return;
+ }
+
+ auto & Random = GetRandomProvider();
+ if (IsBlockWater(Chunk->GetBlock(Rel)) && (Chunk->GetMeta(Rel) == 0))
{
if (!m_CanPickupItem && (m_AttachedMobID == cEntity::INVALID_ID)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
{
@@ -113,7 +118,7 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
m_BitePos = GetPosition();
m_World->BroadcastSoundEffect("entity.bobber.splash", GetPosition(), 1, 1);
- SetPosY(GetPosY() - 1);
+ AddSpeedY(-10);
m_CanPickupItem = true;
m_PickupCountDown = 20;
m_CountDownTime = Random.RandInt(100, 900);
@@ -132,9 +137,9 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
m_CountDownTime--;
- if (m_World->GetHeight(POSX_TOINT, POSZ_TOINT) == POSY_TOINT)
+ if (Chunk->IsWeatherWetAt(Rel))
{
- if (m_World->IsWeatherWet() && Random.RandBool(0.25)) // 25% chance of an extra countdown when being rained on.
+ if (Random.RandBool(0.25)) // 25% chance of an extra countdown when being rained on.
{
m_CountDownTime--;
}
@@ -150,7 +155,10 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
// Check water at the top of floater otherwise it floats into the air above the water
- if (IsBlockWater(m_World->GetBlock(POSX_TOINT, FloorC(GetPosY() + GetHeight()), POSZ_TOINT)))
+ if (
+ const auto Above = Rel.addedY(FloorC(GetPosY() + GetHeight()));
+ (Above.y < cChunkDef::Height) && IsBlockWater(m_World->GetBlock(Above))
+ )
{
SetSpeedY(0.7);
}