Fixes #2684: Avoid transforming charged quartz when dead.
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@ -64,7 +64,7 @@ public final class EntityChargedQuartz extends AEBaseEntityItem
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{
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{
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super.onUpdate();
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super.onUpdate();
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if( !AEConfig.instance().isFeatureEnabled( AEFeature.IN_WORLD_FLUIX ) )
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if( this.isDead || !AEConfig.instance().isFeatureEnabled( AEFeature.IN_WORLD_FLUIX ) )
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{
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{
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return;
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return;
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}
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}
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@ -74,14 +74,16 @@ public final class EntityChargedQuartz extends AEBaseEntityItem
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CommonHelper.proxy.spawnEffect( EffectType.Lightning, this.worldObj, this.posX, this.posY, this.posZ, null );
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CommonHelper.proxy.spawnEffect( EffectType.Lightning, this.worldObj, this.posX, this.posY, this.posZ, null );
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this.delay = 0;
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this.delay = 0;
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}
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}
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this.delay++;
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this.delay++;
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final int j = MathHelper.floor_double( this.posX );
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final int j = MathHelper.floor_double( this.posX );
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final int i = MathHelper.floor_double( (this.getEntityBoundingBox().minY + this.getEntityBoundingBox().maxY) / 2.0D );
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final int i = MathHelper.floor_double( ( this.getEntityBoundingBox().minY + this.getEntityBoundingBox().maxY ) / 2.0D );
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final int k = MathHelper.floor_double( this.posZ );
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final int k = MathHelper.floor_double( this.posZ );
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IBlockState state = this.worldObj.getBlockState( new BlockPos( j, i, k ) );
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IBlockState state = this.worldObj.getBlockState( new BlockPos( j, i, k ) );
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final Material mat = state.getBlock().getMaterial( state );
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final Material mat = state.getBlock().getMaterial( state );
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if( Platform.isServer() && mat.isLiquid() )
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if( Platform.isServer() && mat.isLiquid() )
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{
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{
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this.transformTime++;
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this.transformTime++;
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