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authorMattes D <github@xoft.cz>2020-04-21 22:19:22 +0200
committerGitHub <noreply@github.com>2020-04-21 22:19:22 +0200
commit487f9a2aa9b5497495cef1ac3b9c7a603e69f862 (patch)
tree054a846942f414060e29c72f4a717c8a89e70893 /src/Entities
parentDelet SpawnObject params (diff)
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Diffstat (limited to 'src/Entities')
-rw-r--r--src/Entities/Pawn.cpp17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp
index 109a1c70e..6a69cf6e5 100644
--- a/src/Entities/Pawn.cpp
+++ b/src/Entities/Pawn.cpp
@@ -331,10 +331,7 @@ void cPawn::HandleFalling(void)
/* The blocks we're interested in relative to the player to account for larger than 1 blocks.
This can be extended to do additional checks in case there are blocks that are represented as one block
in memory but have a hitbox larger than 1 (like fences) */
- static const struct
- {
- int x, y, z;
- } BlockSampleOffsets[] =
+ static const Vector3i BlockSampleOffsets[] =
{
{ 0, 0, 0 }, // TODO: something went wrong here (offset 0?)
{ 0, -1, 0 }, // Potentially causes mis-detection (IsFootInWater) when player stands on block diagonal to water (i.e. on side of pool)
@@ -354,26 +351,26 @@ void cPawn::HandleFalling(void)
/* We go through the blocks that we consider "relevant" */
for (size_t j = 0; j < ARRAYCOUNT(BlockSampleOffsets); j++)
{
- Vector3i BlockTestPosition = CrossTestPosition.Floor() + Vector3i(BlockSampleOffsets[j].x, BlockSampleOffsets[j].y, BlockSampleOffsets[j].z);
+ Vector3i BlockTestPosition = CrossTestPosition.Floor() + BlockSampleOffsets[j];
if (!cChunkDef::IsValidHeight(BlockTestPosition.y))
{
continue;
}
- BLOCKTYPE Block = GetWorld()->GetBlock(BlockTestPosition);
+ BLOCKTYPE BlockType = GetWorld()->GetBlock(BlockTestPosition);
NIBBLETYPE BlockMeta = GetWorld()->GetBlockMeta(BlockTestPosition);
/* we do the cross-shaped sampling to check for water / liquids, but only on our level because water blocks are never bigger than unit voxels */
if (j == 0)
{
- IsFootInWater |= IsBlockWater(Block);
- IsFootInLiquid |= IsFootInWater || IsBlockLava(Block) || (Block == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
- IsFootOnSlimeBlock |= (Block == E_BLOCK_SLIME_BLOCK);
+ IsFootInWater |= IsBlockWater(BlockType);
+ IsFootInLiquid |= IsFootInWater || IsBlockLava(BlockType) || (BlockType == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
+ IsFootOnSlimeBlock |= (BlockType == E_BLOCK_SLIME_BLOCK);
}
/* If the block is solid, and the blockhandler confirms the block to be inside, we're officially on the ground. */
- if ((cBlockInfo::IsSolid(Block)) && (cBlockInfo::GetHandler(Block)->IsInsideBlock(CrossTestPosition - BlockTestPosition, Block, BlockMeta)))
+ if ((cBlockInfo::IsSolid(BlockType)) && (cBlockInfo::GetHandler(BlockType)->IsInsideBlock(CrossTestPosition - BlockTestPosition, BlockMeta)))
{
OnGround = true;
}