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author | madmaxoft <github@xoft.cz> | 2013-10-18 16:34:01 +0200 |
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committer | madmaxoft <github@xoft.cz> | 2013-10-18 16:34:01 +0200 |
commit | 5d4fa298d314a354558f89758ba1c237bf263afd (patch) | |
tree | 113a02724dfa96ad2c49325a2b1a57f602647ae6 /source | |
parent | Merge pull request #259 from tonibm19/patch-2 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Mobs/Horse.cpp | 82 |
1 files changed, 44 insertions, 38 deletions
diff --git a/source/Mobs/Horse.cpp b/source/Mobs/Horse.cpp index 0077145dc..1f791d236 100644 --- a/source/Mobs/Horse.cpp +++ b/source/Mobs/Horse.cpp @@ -78,7 +78,10 @@ void cHorse::Tick(float a_Dt, cChunk & a_Chunk) m_bIsRearing = false; m_RearTickCount = 0; } - else { m_RearTickCount++;} + else + { + m_RearTickCount++; + } } m_World->BroadcastEntityMetadata(*this); @@ -90,43 +93,46 @@ void cHorse::Tick(float a_Dt, cChunk & a_Chunk) void cHorse::OnRightClicked(cPlayer & a_Player) { - if ((a_Player.GetEquippedItem().m_ItemType == E_ITEM_SADDLE) && (!m_bIsSaddled) && (m_bIsTame)) - { - if (!a_Player.IsGameModeCreative()) - { - a_Player.GetInventory().RemoveOneEquippedItem(); - } - - // Set saddle state & broadcast metadata - m_bIsSaddled = true; - m_World->BroadcastEntityMetadata(*this); - } - else if ((a_Player.GetEquippedItem().m_ItemType != E_ITEM_EMPTY) && (!m_bIsSaddled) && (!m_bIsTame)) - { - m_bIsRearing = true; - m_RearTickCount = 0; - } - else - { - if (m_Attachee != NULL) - { - if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID()) - { - a_Player.Detach(); - return; - } - - if (m_Attachee->IsPlayer()) - { - return; - } - - m_Attachee->Detach(); - } - - m_TameAttemptTimes++; - a_Player.AttachTo(this); - } + if (!m_bIsSaddled && m_bIsTame) + { + if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_SADDLE) + { + // Saddle the horse: + if (!a_Player.IsGameModeCreative()) + { + a_Player.GetInventory().RemoveOneEquippedItem(); + } + m_bIsSaddled = true; + m_World->BroadcastEntityMetadata(*this); + } + else if (!a_Player.GetEquippedItem().IsEmpty()) + { + // The horse doesn't like being hit, make it rear: + m_bIsRearing = true; + m_RearTickCount = 0; + } + } + else + { + if (m_Attachee != NULL) + { + if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID()) + { + a_Player.Detach(); + return; + } + + if (m_Attachee->IsPlayer()) + { + return; + } + + m_Attachee->Detach(); + } + + m_TameAttemptTimes++; + a_Player.AttachTo(this); + } } |