/// <summary> /// Checks to make sure the light is not too bright where the mob is spawning /// </summary> protected virtual bool IsValidLightLevel() { int i = MathHelper2.Floor_double(PosX); int j = MathHelper2.Floor_double(BoundingBox.MinY); int k = MathHelper2.Floor_double(PosZ); if (WorldObj.GetSavedLightValue(SkyBlock.Sky, i, j, k) > Rand.Next(32)) { return(false); } int l = WorldObj.GetBlockLightValue(i, j, k); if (WorldObj.IsThundering()) { int i1 = WorldObj.SkylightSubtracted; WorldObj.SkylightSubtracted = 10; l = WorldObj.GetBlockLightValue(i, j, k); WorldObj.SkylightSubtracted = i1; } return(l <= Rand.Next(8)); }