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authorSamuel Barney <samjbarney@gmail.com>2013-10-28 23:38:34 +0100
committerSamuel Barney <samjbarney@gmail.com>2013-10-28 23:38:34 +0100
commit47283f9daa4a19514c211ceb1dc1e4bc7c06b26d (patch)
treef4aefc7cb346fee23b4cf681c75f5ad2ee7a8f14 /source/Chunk.cpp
parentMade mob spawning code use the chunk so that it could use varying sizes of areas for different mobs. (diff)
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Diffstat (limited to '')
-rw-r--r--source/Chunk.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp
index 637b72b2b..038831896 100644
--- a/source/Chunk.cpp
+++ b/source/Chunk.cpp
@@ -533,7 +533,8 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
if (IsLightValid())
{
- cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, MaxNbOfSuccess);
+ int TimeOfDay = m_World->GetTimeOfDay();
+ cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, TimeOfDay, MaxNbOfSuccess);
if (newMob)
{
int WorldX, WorldY, WorldZ;