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-rw-r--r--src/Blocks/BlockHandler.cpp5
-rw-r--r--src/World.cpp8
2 files changed, 6 insertions, 7 deletions
diff --git a/src/Blocks/BlockHandler.cpp b/src/Blocks/BlockHandler.cpp
index 99559ed02..fde6bd803 100644
--- a/src/Blocks/BlockHandler.cpp
+++ b/src/Blocks/BlockHandler.cpp
@@ -376,9 +376,8 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX
MicroZ = a_BlockZ + 0.5;
// Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy)
- //MicroX += (int)(r1.randInt(16) + r1.randInt(16) - 16);
- //MicroY += (int)(r1.randInt(16) + r1.randInt(16) - 16);
- //MicroZ += (int)(r1.randInt(16) + r1.randInt(16) - 16);
+ MicroX += r1.rand(1) - 0.5;
+ MicroZ += r1.rand(1) - 0.5;
a_World->SpawnItemPickups(Pickups, MicroX, MicroY, MicroZ);
}
diff --git a/src/World.cpp b/src/World.cpp
index eecd02027..564905d33 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -1588,7 +1588,7 @@ bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlock
void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed, bool IsPlayerCreated)
{
MTRand r1;
- a_FlyAwaySpeed /= 1000; // Pre-divide, so that we don't have to divide each time inside the loop
+ a_FlyAwaySpeed /= 100; // Pre-divide, so that we don't have to divide each time inside the loop
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
if (!IsValidItem(itr->m_ItemType))
@@ -1597,9 +1597,9 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
continue;
}
- float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
- float SpeedY = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
- float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
+ float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5));
+ float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(50));
+ float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(10) - 5));
cPickup * Pickup = new cPickup(
a_BlockX, a_BlockY, a_BlockZ,