A little deviantion from redstone again: I need halp too, this time on saving mobs
What exactly should I do here to make mobs spawn?
// This code crashes: void cWSSAnvil::LoadSlimeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx) { int SizeIdx = a_NBT.FindChildByName(a_TagIdx, "Size"); if (SizeIdx < 0) { return; } int Size = a_NBT.GetInt(SizeIdx); cMonster * Monster = NULL; Monster = new cSlime(Size); if (!LoadEntityBaseFromNBT(((cEntity &)Monster), a_NBT, a_TagIdx)) { return; } a_Entities.push_back(Monster); } ////////////////////////// // This code does too (with a deadlock): void cWSSAnvil::LoadSkeletonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx) { int TypeIdx = a_NBT.FindChildByName(a_TagIdx, "SkeletonType"); if (TypeIdx < 0) { return; } bool Type = ((a_NBT.GetByte(TypeIdx) == 1) ? true : false); std::auto_ptr<cSkeleton> Monster(new cSkeleton(Type)); if (!LoadEntityBaseFromNBT(*Monster.get(), a_NBT, a_TagIdx)) { return; } a_Entities.push_back(Monster.release()); }
What exactly should I do here to make mobs spawn?