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-rw-r--r--source/Mobs/Squid.cpp11
1 files changed, 7 insertions, 4 deletions
diff --git a/source/Mobs/Squid.cpp b/source/Mobs/Squid.cpp
index 09236f3c5..76b1ed94f 100644
--- a/source/Mobs/Squid.cpp
+++ b/source/Mobs/Squid.cpp
@@ -30,18 +30,21 @@ void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSquid::Tick(float a_Dt, cChunk & a_Chunk)
{
- super::Tick(a_Dt, 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 RelX = (int)floor(Pos.x + 0.5) - a_Chunk.GetPosX() * cChunkDef::Width;
- int RelZ = (int)floor(Pos.z + 0.5) - a_Chunk.GetPosZ() * cChunkDef::Width;
- if (!IsBlockWater(a_Chunk.GetBlock(RelX, (int)Pos.y, RelZ)) && !IsOnFire())
+ int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
+ int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
+ if (!IsBlockWater(a_Chunk.GetBlock(RelX, (int)floor(Pos.y), RelZ)) && !IsOnFire())
{
// Burn for 10 ticks, then decide again
StartBurning(10);
}
+
+ super::Tick(a_Dt, a_Chunk);
}