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author | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:37:39 +0200 |
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committer | James Ravenscroft <ravenscroftj@gmail.com> | 2013-08-09 09:37:39 +0200 |
commit | dace1f7bd2e661b4c771322162e9e1b52551dd56 (patch) | |
tree | 9565683fe1b72633336954a49247d9fd6af9931f /source/ClientHandle.cpp | |
parent | Fixed the jump food exhaustion being added when player is swimming (diff) | |
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Diffstat (limited to 'source/ClientHandle.cpp')
-rw-r--r-- | source/ClientHandle.cpp | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp index 328e7de70..6df0cfa48 100644 --- a/source/ClientHandle.cpp +++ b/source/ClientHandle.cpp @@ -32,7 +32,6 @@ #include "Protocol/ProtocolRecognizer.h" -#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x)) #define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\ @@ -505,9 +504,8 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround()) { // we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion - cWorld * World = m_Player->GetWorld(); - BLOCKTYPE BlockType = World->GetBlock( float2int(m_Player->GetPosX()), float2int(m_Player->GetPosY()), float2int(m_Player->GetPosZ()) ); - if(! IsBlockWater(BlockType) ) + + if(! m_Player->IsSwimming() ) { m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2); } |