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authorhle0 <91701075+hle0@users.noreply.github.com>2022-03-26 22:10:30 +0100
committerAlexander Harkness <me@bearbin.net>2022-04-12 01:06:31 +0200
commitd98e2bdaa3903de29f62791c05472a693b0ea36b (patch)
treee2acc9547a4dc5a1d52468f7eff1174aa29b08e4 /src/Entities/Pawn.cpp
parentDisable u8 prefix C++20 warning since we need it (diff)
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-rw-r--r--src/Entities/Pawn.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp
index 760c9c0e6..361450349 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) : E_BLOCK_AIR;
+ BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POSY_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);