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author | x12xx12x <44411062+12xx12@users.noreply.github.com> | 2022-04-20 00:10:35 +0200 |
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committer | Alexander Harkness <me@bearbin.net> | 2022-04-20 09:41:02 +0200 |
commit | fe983a1a45b23c67cf6c758a4f0ffe6a8ba764d6 (patch) | |
tree | a5c9f00728af0f2ca841bb5d881b8d0d785b24ae /src/Entities/Pawn.cpp | |
parent | Updated protocol functions to Vector3x (diff) | |
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Diffstat (limited to 'src/Entities/Pawn.cpp')
-rw-r--r-- | src/Entities/Pawn.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp index 361450349..990ea8096 100644 --- a/src/Entities/Pawn.cpp +++ b/src/Entities/Pawn.cpp @@ -320,7 +320,7 @@ void cPawn::HandleFalling(void) With this in mind, we first check the block at the player's feet, then the one below that (because fences), and decide which behaviour we want to go with. */ - BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POSY_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast<BLOCKTYPE>(E_BLOCK_AIR); + BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POS_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast<BLOCKTYPE>(E_BLOCK_AIR); /* We initialize these with what the foot is really IN, because for sampling we will move down with the epsilon above */ bool IsFootInWater = IsBlockWater(BlockAtFoot); @@ -364,7 +364,7 @@ void cPawn::HandleFalling(void) { Vector3i BlockTestPosition = CrossTestPosition.Floor() + BlockSampleOffsets[j]; - if (!cChunkDef::IsValidHeight(BlockTestPosition.y)) + if (!cChunkDef::IsValidHeight(BlockTestPosition)) { continue; } |