diff options
Diffstat (limited to 'src/Mobs/Zombie.cpp')
-rw-r--r-- | src/Mobs/Zombie.cpp | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/Mobs/Zombie.cpp b/src/Mobs/Zombie.cpp index 63042e252..b2738050e 100644 --- a/src/Mobs/Zombie.cpp +++ b/src/Mobs/Zombie.cpp @@ -44,17 +44,18 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer) void cZombie::MoveToPosition(const Vector3d & a_Position) { - // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement + // Todo use WouldBurnAt(), not sure how to obtain a chunk though... + super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close + + // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement if ( !IsOnFire() && - (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) + (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) && + m_TicksSinceLastDamaged == 100 ) { - m_bMovingToDestination = false; - return; + StopMovingToPosition(); } - - super::MoveToPosition(a_Position); } |