diff options
Diffstat (limited to 'src/Entities')
-rw-r--r-- | src/Entities/Entity.cpp | 2 | ||||
-rw-r--r-- | src/Entities/Player.cpp | 2 | ||||
-rw-r--r-- | src/Entities/Player.h | 6 |
3 files changed, 6 insertions, 4 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index d42c49abe..9110cd83b 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -869,7 +869,7 @@ void cEntity::TickBurning(cChunk & a_Chunk) // Remember the current burning state: bool HasBeenBurning = (m_TicksLeftBurning > 0); - if (IsBiomeNoDownfall(a_Chunk.GetBiomeAt(POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width, POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width)) || GetWorld()->IsWeatherWet()) + if (GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT)) { if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT)) { diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index c26c18690..e975abdf5 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -1599,7 +1599,7 @@ bool cPlayer::MoveToWorld(const AString & a_WorldName, cWorld * a_World, bool a_ m_ClientHandle->SendRespawn(World->GetDimension()); } - // Remove player from old world + // Remove player from the old world m_World->RemovePlayer(this); // Queue adding player to the new world, including all the necessary adjustments to the object diff --git a/src/Entities/Player.h b/src/Entities/Player.h index b1fef1b68..c72d1eb8d 100644 --- a/src/Entities/Player.h +++ b/src/Entities/Player.h @@ -350,7 +350,7 @@ public: void SendExperience(void); - /** In UI windows, the item that the player is dragging */ + /** In UI windows, get the item that the player is dragging */ cItem & GetDraggingItem(void) {return m_DraggingItem; } // In UI windows, when inventory-painting: @@ -398,7 +398,9 @@ public: /** If true the player can fly even when he's not in creative. */ void SetCanFly(bool a_CanFly); - /** Gets the last position that the player slept in */ + /** Gets the last position that the player slept in + This is initialised to the world spawn point if the player has not slept in a bed as of yet + */ Vector3i GetLastBedPos(void) const { return m_LastBedPos; } /** Sets the player's bed (home) position */ |