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-rw-r--r--src/Blocks/BlockLeaves.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Blocks/BlockLeaves.h b/src/Blocks/BlockLeaves.h
index 73c93116e..1f25ac49e 100644
--- a/src/Blocks/BlockLeaves.h
+++ b/src/Blocks/BlockLeaves.h
@@ -37,22 +37,22 @@ public:
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
- cFastRandom rand;
+ auto & rand = GetRandomProvider();
// There is a chance to drop a sapling that varies depending on the type of leaf broken.
// TODO: Take into account fortune for sapling drops.
- int chance;
+ double chance = 0.0;
if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE))
{
// Jungle leaves have a 2.5% chance of dropping a sapling.
- chance = rand.NextInt(40);
+ chance = 0.025;
}
else
{
// Other leaves have a 5% chance of dropping a sapling.
- chance = rand.NextInt(20);
+ chance = 0.05;
}
- if (chance == 0)
+ if (rand.RandBool(chance))
{
a_Pickups.push_back(
cItem(
@@ -66,7 +66,7 @@ public:
// 0.5 % chance of dropping an apple, if the leaves' type is Apple Leaves
if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE))
{
- if (rand.NextInt(200) == 0)
+ if (rand.RandBool(0.005))
{
a_Pickups.push_back(cItem(E_ITEM_RED_APPLE, 1, 0));
}