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-rw-r--r--src/Mobs/Behaviors/BehaviorDayLightBurner.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp b/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
index efa4b6518..ab234e56f 100644
--- a/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
+++ b/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
@@ -74,17 +74,17 @@ bool cBehaviorDayLightBurner::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
m_Parent->GetWorld()->IsWeatherSunnyAt(static_cast<int>(m_Parent->GetPosX()), static_cast<int>(m_Parent->GetPosZ())) // Not raining
)
{
- int MobHeight = static_cast<int>(a_Location.y) + static_cast<int>(round(m_Parent->GetHeight())) - 1; // The height of the mob head
+ int MobHeight = CeilC(a_Location.y + m_Parent->GetHeight()) - 1; // The height of the mob head
if (MobHeight >= cChunkDef::Height)
{
return true;
}
- // Start with the highest block and scan down to the mob's head.
+ // Start with the highest block and scan down to just abovethe mob's head.
// If a non transparent is found, return false (do not burn). Otherwise return true.
// Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
// instantly.(An exception is e.g. standing under a long column of glass).
int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
- while (CurrentBlock >= MobHeight)
+ while (CurrentBlock > MobHeight)
{
BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
if (