diff options
Diffstat (limited to 'src/Mobs/Squid.cpp')
-rw-r--r-- | src/Mobs/Squid.cpp | 29 |
1 files changed, 0 insertions, 29 deletions
diff --git a/src/Mobs/Squid.cpp b/src/Mobs/Squid.cpp index bd0e141a0..55939ee98 100644 --- a/src/Mobs/Squid.cpp +++ b/src/Mobs/Squid.cpp @@ -31,32 +31,3 @@ void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer) - - -void cSquid::Tick(float a_Dt, cChunk & a_Chunk) -{ - // We must first process current location, and only then tick, otherwise we risk processing a location in a chunk - // that is not where the entity currently resides (FS #411) - - Vector3d Pos = GetPosition(); - - // TODO: Not a real behavior, but cool :D - int RelY = (int)floor(Pos.y); - if ((RelY < 0) || (RelY >= cChunkDef::Height)) - { - return; - } - int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width; - int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width; - BLOCKTYPE BlockType; - if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire()) - { - // Burn for 10 ticks, then decide again - StartBurning(10); - } - - super::Tick(a_Dt, a_Chunk); -} - - - |