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-rw-r--r--source/World.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/World.cpp b/source/World.cpp
index c6bc47be5..0f9df8a62 100644
--- a/source/World.cpp
+++ b/source/World.cpp
@@ -1512,7 +1512,7 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
float SpeedX = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
- float SpeedY = 1;
+ float SpeedY = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
cPickup * Pickup = new cPickup(
@@ -2563,15 +2563,16 @@ bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, cMonster::eType a_MonsterType)
{
cMonster * Monster = NULL;
-
- int ShColor = GetTickRandomNumber(15); // 0 .. 15 - Sheep
- bool SkType = GetDimension() == dimNether ; // Skeleton
Monster = cMonster::NewMonsterFromType(a_MonsterType);
if (Monster != NULL)
{
Monster->SetPosition(a_PosX, a_PosY, a_PosZ);
}
+
+ // Because it's logical that ALL mob spawns need spawn effects, not just spawners
+ BroadcastSoundParticleEffect(2004, (int)a_PosX, (int)a_PosY, (int)a_PosZ, 0);
+
return SpawnMobFinalize(Monster);
}