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Tweak isOnGround: Faster exclusions for walls.
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@ -1635,7 +1635,12 @@ public class BlockProperties {
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// TODO: Might also check for liquid.
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// TODO: check if it is the same id (walls!) and similar.
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final boolean variable = (flags & F_VARIABLE) != 0 || (aboveFlags & F_VARIABLE) != 0;
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// Check if it is the same id (walls!) and similar.
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if (!variable && id == aboveId){
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// Exclude stone walls "quickly".
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return false;
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}
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// Check against spider type hacks.
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final double[] aboveBounds = access.getBounds(x, y + 1, z);
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@ -1648,7 +1653,7 @@ public class BlockProperties {
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// TODO: This might be seen as a violation for many block types.
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// TODO: More distinction necessary here.
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if ((flags & F_VARIABLE) != 0 || (aboveFlags & F_VARIABLE) != 0){
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if (variable){
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// TODO: further exclude simple full shape blocks, or confine to itchy block types
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// TODO: make flags for it.
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// Simplistic hot fix attempt for same type + same shape.
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@ -1673,7 +1678,7 @@ public class BlockProperties {
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}
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}
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// Workarounds.
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if (aboveId == Material.CACTUS.getId() && aboveId != id){
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if (aboveId != id && aboveId == Material.CACTUS.getId()){
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// TODO: This is a rough estimate, assumes sand underneath, further relies on passable.
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// TODO: General workaround for slightly inset blocks which have full bounds for passable.
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return true;
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