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-rw-r--r--src/Mobs/Zombie.cpp13
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);
}