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-rw-r--r--source/Chunk.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp
index e4e5a7ca1..35da4c266 100644
--- a/source/Chunk.cpp
+++ b/source/Chunk.cpp
@@ -536,15 +536,13 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
// check player and playerspawn presence < 24 blocks
// check mobs presence on the block
- // MG TODO: fix the "light" thing, I'm pretty sure that UnboundedRelGetBlock s not returning the right thing
-
// MG TODO : check that "Level" really means Y
- NIBBLETYPE SkyLight = UnboundedRelGetSkyLight(Try_X, Try_Y, Try_Z);
+ NIBBLETYPE SkyLight = 0;
- NIBBLETYPE BlockLight = UnboundedRelGetBlockLight(Try_X, Try_Y, Try_Z);
+ NIBBLETYPE BlockLight = 0;
- if (IsLightValid() && (SkyLight != 127) && (BlockLight != 127))
+ if (IsLightValid() && (UnboundedRelGetBlockBlockLight(Try_X, Try_Y, Try_Z, BlockLight)) && (UnboundedRelGetBlockSkyLight(Try_X, Try_Y, Try_Z, SkyLight)))
{
cEntity* newMob = a_MobSpawner.TryToSpawnHere(BlockType, BlockMeta, BlockType_below, BlockMeta_below, BlockType_above, BlockMeta_above, SkyLight, BlockLight, Biome, Try_Y, MaxNbOfSuccess);
if (newMob)