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-rw-r--r--src/Entities/Pawn.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp
index 361450349..990ea8096 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) : static_cast<BLOCKTYPE>(E_BLOCK_AIR);
+ BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POS_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);
@@ -364,7 +364,7 @@ void cPawn::HandleFalling(void)
{
Vector3i BlockTestPosition = CrossTestPosition.Floor() + BlockSampleOffsets[j];
- if (!cChunkDef::IsValidHeight(BlockTestPosition.y))
+ if (!cChunkDef::IsValidHeight(BlockTestPosition))
{
continue;
}