From c968f1f7da722eddb291c8ef474f1e0394621911 Mon Sep 17 00:00:00 2001 From: Mat Date: Sun, 22 Mar 2020 17:33:36 +0200 Subject: TNT position fixes (#4519) * TNT position fixes * Don't add offset to explosion spawn coords * Don't make other entities push TNT * Correct initial TNT speed * Fix typo * Improvements * Revert unwanted change * Style fixes * Update format --- src/ChunkMap.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/ChunkMap.cpp') diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 98d63df94..6edcf3d54 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1199,7 +1199,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ { // Activate the TNT, with a random fuse between 10 to 30 game ticks int FuseTime = GetRandomProvider().RandInt(10, 30); - m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime); + m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime, 1, false); // Initial velocity, no fuse sound area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0); a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); break; -- cgit v1.2.3