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authorSTRWarrior <niels.breuker@hotmail.nl>2013-12-20 18:35:13 +0100
committerSTRWarrior <niels.breuker@hotmail.nl>2013-12-20 18:35:13 +0100
commit61120686c6ad9cdd4a017237b90ec4c9f57cf137 (patch)
treeae2ccab49647ca71e5e5fd5107a03e45cdc47b1a /src/Items/ItemFishingRod.h
parentFixed bug where the floater could pop in the water while you could already get a fish. (diff)
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Diffstat (limited to 'src/Items/ItemFishingRod.h')
-rw-r--r--src/Items/ItemFishingRod.h2
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.
}
}