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authorGargaj <gargaj@conspiracy.hu>2015-11-10 14:02:07 +0100
committerGargaj <gargaj@conspiracy.hu>2015-12-13 15:16:15 +0100
commit66e65898838e3d5d40dfb225fd6c34f0f354b2e3 (patch)
tree159a72d2f877d4672d1a633853584c5b5e723f21 /src/Entities/Entity.cpp
parentMerge pull request #2743 from SafwatHalaby/wart (diff)
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Diffstat (limited to '')
-rw-r--r--src/Entities/Entity.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index f44dbe27c..4c84df1f4 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -1029,16 +1029,17 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
NextSpeed.z = 0.0f;
}
- if (Tracer.HitNormal.y == 1.0f) // Hit BLOCK_FACE_YP, we are on the ground
- {
- m_bOnGround = true;
- }
-
// Now, set our position to the hit block (i.e. move part way along our intended trajectory)
NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z);
NextPos.x += Tracer.HitNormal.x * 0.1;
NextPos.y += Tracer.HitNormal.y * 0.05;
NextPos.z += Tracer.HitNormal.z * 0.1;
+
+ if (Tracer.HitNormal.y == 1.0f) // Hit BLOCK_FACE_YP, we are on the ground
+ {
+ m_bOnGround = true;
+ NextPos.y = FloorC(NextPos.y); // we clamp the height to 0 cos otherwise we'll constantly be slightly above the block
+ }
}
else
{