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author | STRWarrior <niels.breuker@hotmail.nl> | 2013-12-20 18:35:13 +0100 |
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committer | STRWarrior <niels.breuker@hotmail.nl> | 2013-12-20 18:35:13 +0100 |
commit | 61120686c6ad9cdd4a017237b90ec4c9f57cf137 (patch) | |
tree | ae2ccab49647ca71e5e5fd5107a03e45cdc47b1a /src/Items/ItemFishingRod.h | |
parent | Fixed bug where the floater could pop in the water while you could already get a fish. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Items/ItemFishingRod.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Items/ItemFishingRod.h b/src/Items/ItemFishingRod.h index 91c0e9638..d23ad7fee 100644 --- a/src/Items/ItemFishingRod.h +++ b/src/Items/ItemFishingRod.h @@ -63,7 +63,7 @@ public: Drops.Add(cItem(E_ITEM_RAW_FISH)); Vector3d FloaterPos(Callbacks.GetPos()); Vector3d FlyDirection(a_Player->GetPosition() - FloaterPos); - a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y, FlyDirection.z); + a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.Length() / (FlyDirection.y * 2), FlyDirection.z); // TODO: More types of pickups. } } |