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-rw-r--r--src/Entities/Entity.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index dff7114d5..f776f881a 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -1122,12 +1122,14 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d HitCoords;
Vector3i HitBlockCoords;
eBlockFace HitBlockFace;
- if (cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, NextPos + NextSpeed, HitCoords, HitBlockCoords, HitBlockFace))
+ Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count();
+ auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
+ if (isHit)
{
// Set our position to where the block was hit, minus a bit:
// TODO: The real entity's m_Width should be taken into account here
NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1;
- if (HitBlockFace == BLOCK_FACE_YM)
+ if (HitBlockFace == BLOCK_FACE_YP)
{
// We hit the ground, adjust the position to the top of the block:
m_bOnGround = true;
@@ -1161,11 +1163,11 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
}
- }
- else
- {
- // We didn't hit anything, so move =]
- NextPos += (NextSpeed * DtSec.count());
+ else
+ {
+ // We didn't hit anything, so move:
+ NextPos += (NextSpeed * DtSec.count());
+ }
}
SetPosition(NextPos);