From 6309c6a97fdbabfde978358f5f9a0f61ab74f91f Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Tue, 26 Dec 2017 21:25:57 +0000 Subject: improve rain simulation (#4017) * Uses vanilla logic to decide which blocks rain falls through. * Rain falls infinitely above the world, and stops at y=0. * Entities will now be extinguished if they are under rain-blocking blocks, and fire will now be extinguished by rain similarly. * Create IsWeatherWetAtXYZ to identify wetness at a particular location. * Use new code for enderman rain detection. * Fixes issue #916 * Disable warnings for global constructors in the fire simulator. --- src/Blocks/WorldInterface.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Blocks/WorldInterface.h') diff --git a/src/Blocks/WorldInterface.h b/src/Blocks/WorldInterface.h index 19c520ece..344eb9ca3 100644 --- a/src/Blocks/WorldInterface.h +++ b/src/Blocks/WorldInterface.h @@ -65,7 +65,7 @@ public: virtual void SetTimeOfDay(int a_TimeOfDay) = 0; - /** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */ + /** Returns true if it is raining or storming at the specified location. This takes into account biomes. */ virtual bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) = 0; /** Returns or sets the minumim or maximum netherportal width */ -- cgit v1.2.3