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Prisma501

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Prisma501 last won the day on January 25

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About Prisma501

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    Colony Founder

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    NL - Tilburg

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  1. - Привет!Подскажите, где скачать-CSMM Patron's Mod (CPM) - я нигде не могу его найти ....???

  2. Hello! Tell me where to download-CSM Patron's Mod (COM) - I can't find it anywhere ....???

  3. To remove ALL vehicles that are not stored in backpack or any container, you can turn server off and delete \saves\world\seed\vehicles.dat and vehicles.dat.bak Cheers
  4. Its max 6. No bug. Cheers
  5. It has allways been stated that cpm is a fork of coppi's mod (i was the one maintaining coppi's mod for a year, after Danilo abandonded it because he became a father and had no time anymore. With his permission and also permission to continue under another name). It is still on the intro on the website where cpm can be downloaded. So many new unique features were added that no other api mod has since then its not even close to coppi's anymore by any means. For encrypting the dll i have my own personal reasons, none of them being harmfull or bad intentions. That will not change. I dont know where this is coming from all of a sudden, but it doesnt take much for me to quit using this forum for update notifications. That stops now. This thread is CSMM only again starting right now. Have a nice life. Cheers
  6. Cabin fever, i tell ya! Happy easter. Cheers
  7. Yes, static spawn will persist. Cheers
  8. Must have for every selfrespecting admin/owner. Keep up the good work! Cheers
  9. I dont think naming and shaming is allowed on forum. Cheers
  10. Yeps. I talked about bounds size. That 16 can be confusing. Boidster explained it better. Cheers
  11. I just checked 17.4b4 and it was also 16 in that version. new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f) Cheers
  12. TileEntityLootContainer class: public override void UpdateTick(World world) { base.UpdateTick(world); if (GamePrefs.GetInt(EnumGamePrefs.LootRespawnDays) > 0 && !this.bPlayerStorage && this.bTouched && this.IsEmpty()) { int num = GameUtils.WorldTimeToHours(this.worldTimeTouched); num += GameUtils.WorldTimeToDays(this.worldTimeTouched) * 24; if ((GameUtils.WorldTimeToHours(world.worldTime) + GameUtils.WorldTimeToDays(world.worldTime) * 24 - num) / 24 < GamePrefs.GetInt(EnumGamePrefs.LootRespawnDays)) { if (this.entList == null) { this.entList = new List<Entity>(); } else { this.entList.Clear(); } world.GetEntitiesInBounds(typeof(EntityPlayer), new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f), this.entList); if (this.entList.Count > 0) { this.worldTimeTouched = world.worldTime; this.setModified(); return; } return; } else { this.bWasTouched = false; this.bTouched = false; this.setModified(); } } } The part that answers the question: world.GetEntitiesInBounds(typeof(EntityPlayer), new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f), this.entList); if (this.entList.Count > 0) { this.worldTimeTouched = world.worldTime; this.setModified(); return; } So the worldTimeTouched of the lootcontainer (which is used to check if loot should respawn) is set again when an entity of type EntityPlayer is within the bounds of the lootcontainer + 16 blocks. Cheers
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