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-rw-r--r--src/Blocks/BlockHandler.cpp7
-rw-r--r--src/Entities/Entity.cpp1
2 files changed, 2 insertions, 6 deletions
diff --git a/src/Blocks/BlockHandler.cpp b/src/Blocks/BlockHandler.cpp
index d6be99f83..2238a68a0 100644
--- a/src/Blocks/BlockHandler.cpp
+++ b/src/Blocks/BlockHandler.cpp
@@ -424,15 +424,12 @@ void cBlockHandler::DropBlock(cChunkInterface & a_ChunkInterface, cWorldInterfac
cItems Pickups;
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
- // Thanks to daniel0916
- cPlayer * Player = (cPlayer *)a_Digger;
- cEnchantments Enchantments = Player->GetInventory().GetEquippedItem().m_Enchantments;
-
if (a_CanDrop)
{
if (!a_DropVerbatim)
{
- if (Enchantments.GetLevel(cEnchantments::enchSilkTouch) > 0)
+ cEnchantments Enchantments = a_Digger->GetEquippedWeapon().m_Enchantments;
+ if ((Enchantments.GetLevel(cEnchantments::enchSilkTouch) > 0) && (a_Digger->IsPlayer()))
{
switch (m_BlockType)
{
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 4316b48e9..54e4cf4f5 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -316,7 +316,6 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
// IsOnGround() only is false if the player is moving downwards
// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
- // Thanks to daniel0916
cEnchantments Enchantments = Player->GetEquippedItem().m_Enchantments;
int SharpnessLevel = Enchantments.GetLevel(cEnchantments::enchSharpness);