void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) { if (!m_BurnsInDaylight) { return; } int RelY = POSY_TOINT; if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } if (!a_Chunk.IsLightValid()) { m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); return; } if (!IsOnFire() && WouldBurn) { // Burn for 100 ticks, then decide again StartBurning(100); } }
void cMonster::HandleDaylightBurning(cChunk & a_Chunk) { if (!m_BurnsInDaylight) { return; } int RelY = POSY_TOINT; if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width; int RelZ = POSZ_TOINT - GetChunkZ() * cChunkDef::Width; if (!a_Chunk.IsLightValid()) { m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); return; } if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime !IsOnFire() && // Not already burning (GetWorld()->GetWeather() != eWeather_Rain) // Not raining ) { // Burn for 100 ticks, then decide again StartBurning(100); } }