Various Fixes #166
@@ -145,9 +145,13 @@ public class MobMonolith extends EntityFlying implements IMob
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if (player != null)
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{
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this.facePlayer(player);
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if (!this.worldObj.isRemote)
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if (!this.worldObj.isRemote && !(this.worldObj.provider instanceof LimboProvider))
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{
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// Play sounds on the server side
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// Play sounds on the server side, if the player isn't in Limbo.
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// Limbo is excluded to avoid drowning out its background music.
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// Also, since it's a large open area with many Monoliths, some
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// of the sounds that would usually play for a moment would
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// keep playing constantly and would get very annoying.
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this.playSounds(player);
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}
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@@ -161,7 +165,8 @@ public class MobMonolith extends EntityFlying implements IMob
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// Teleport the target player if various conditions are met
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if (aggro >= MAX_AGGRO && !this.worldObj.isRemote &&
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properties.MonolithTeleportationEnabled && !player.capabilities.isCreativeMode)
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properties.MonolithTeleportationEnabled && !player.capabilities.isCreativeMode &&
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!(this.worldObj.provider instanceof LimboProvider))
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{
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this.aggro = 0;
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Point4D destination = LimboProvider.getLimboSkySpawn(player, properties);
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@@ -239,7 +244,7 @@ public class MobMonolith extends EntityFlying implements IMob
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this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ, mod_pocketDim.modid + ":tearing", 1F, (float) (1 + this.rand.nextGaussian()));
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this.soundTime = 100 + this.rand.nextInt(75);
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}
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if ((aggroPercent > 0.90) && this.soundTime < 200)
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if ((aggroPercent > 0.80) && this.soundTime < 200)
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{
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this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ, mod_pocketDim.modid + ":tearing", 7, 1F);
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this.soundTime = 250;
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