Various Fixes #166

Merged
SenseiKiwi merged 19 commits from master into master 2014-06-26 23:17:34 +00:00
Showing only changes of commit 4d39d13703 - Show all commits

View File

@@ -145,9 +145,13 @@ public class MobMonolith extends EntityFlying implements IMob
if (player != null) if (player != null)
{ {
this.facePlayer(player); this.facePlayer(player);
if (!this.worldObj.isRemote) if (!this.worldObj.isRemote && !(this.worldObj.provider instanceof LimboProvider))
{ {
// Play sounds on the server side // Play sounds on the server side, if the player isn't in Limbo.
// Limbo is excluded to avoid drowning out its background music.
// Also, since it's a large open area with many Monoliths, some
// of the sounds that would usually play for a moment would
// keep playing constantly and would get very annoying.
this.playSounds(player); this.playSounds(player);
} }
@@ -161,7 +165,8 @@ public class MobMonolith extends EntityFlying implements IMob
// Teleport the target player if various conditions are met // Teleport the target player if various conditions are met
if (aggro >= MAX_AGGRO && !this.worldObj.isRemote && if (aggro >= MAX_AGGRO && !this.worldObj.isRemote &&
properties.MonolithTeleportationEnabled && !player.capabilities.isCreativeMode) properties.MonolithTeleportationEnabled && !player.capabilities.isCreativeMode &&
!(this.worldObj.provider instanceof LimboProvider))
{ {
this.aggro = 0; this.aggro = 0;
Point4D destination = LimboProvider.getLimboSkySpawn(player, properties); Point4D destination = LimboProvider.getLimboSkySpawn(player, properties);
@@ -239,7 +244,7 @@ public class MobMonolith extends EntityFlying implements IMob
this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ, mod_pocketDim.modid + ":tearing", 1F, (float) (1 + this.rand.nextGaussian())); this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ, mod_pocketDim.modid + ":tearing", 1F, (float) (1 + this.rand.nextGaussian()));
this.soundTime = 100 + this.rand.nextInt(75); this.soundTime = 100 + this.rand.nextInt(75);
} }
if ((aggroPercent > 0.90) && this.soundTime < 200) if ((aggroPercent > 0.80) && this.soundTime < 200)
{ {
this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ, mod_pocketDim.modid + ":tearing", 7, 1F); this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ, mod_pocketDim.modid + ":tearing", 7, 1F);
this.soundTime = 250; this.soundTime = 250;