summaryrefslogtreecommitdiffstats
path: root/src/Entities
diff options
context:
space:
mode:
Diffstat (limited to 'src/Entities')
-rw-r--r--src/Entities/Entity.cpp2
-rw-r--r--src/Entities/Player.cpp2
-rw-r--r--src/Entities/Player.h6
3 files changed, 6 insertions, 4 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index d42c49abe..9110cd83b 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -869,7 +869,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
// Remember the current burning state:
bool HasBeenBurning = (m_TicksLeftBurning > 0);
- if (IsBiomeNoDownfall(a_Chunk.GetBiomeAt(POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width, POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width)) || GetWorld()->IsWeatherWet())
+ if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT))
{
if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
{
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index c26c18690..e975abdf5 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -1599,7 +1599,7 @@ bool cPlayer::MoveToWorld(const AString & a_WorldName, cWorld * a_World, bool a_
m_ClientHandle->SendRespawn(World->GetDimension());
}
- // Remove player from old world
+ // Remove player from the old world
m_World->RemovePlayer(this);
// Queue adding player to the new world, including all the necessary adjustments to the object
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index b1fef1b68..c72d1eb8d 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -350,7 +350,7 @@ public:
void SendExperience(void);
- /** In UI windows, the item that the player is dragging */
+ /** In UI windows, get the item that the player is dragging */
cItem & GetDraggingItem(void) {return m_DraggingItem; }
// In UI windows, when inventory-painting:
@@ -398,7 +398,9 @@ public:
/** If true the player can fly even when he's not in creative. */
void SetCanFly(bool a_CanFly);
- /** Gets the last position that the player slept in */
+ /** Gets the last position that the player slept in
+ This is initialised to the world spawn point if the player has not slept in a bed as of yet
+ */
Vector3i GetLastBedPos(void) const { return m_LastBedPos; }
/** Sets the player's bed (home) position */