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Fix passable ray-tracing not stopping after collision.
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@ -89,6 +89,9 @@ public class PassableRayTracing extends RayTracing{
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if (oZ >= bounds[5]) return true;
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if (oZ >= bounds[5]) return true;
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else if (oZ + dZ * dT < bounds[2]) return true;
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else if (oZ + dZ * dT < bounds[2]) return true;
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}
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}
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// TODO: Heuristic workaround for certain situations [might be better outside of this, probably a simplified version ofr the normal case]?
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// Check for workarounds.
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// Check for workarounds.
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// TODO: check f_itchy once exists.
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// TODO: check f_itchy once exists.
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if (BlockProperties.isPassableWorkaround(blockCache, blockX, blockY, blockZ, oX, oY, oZ, id, dX, dY, dZ, dT)){
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if (BlockProperties.isPassableWorkaround(blockCache, blockX, blockY, blockZ, oX, oY, oZ, id, dX, dY, dZ, dT)){
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@ -100,7 +103,7 @@ public class PassableRayTracing extends RayTracing{
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// TODO: "Wrong" moves through edges of blocks (not sure, needs reproducing).
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// TODO: "Wrong" moves through edges of blocks (not sure, needs reproducing).
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// (Could allow start-end if passable + check first collision time or some estimate.)
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// (Could allow start-end if passable + check first collision time or some estimate.)
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collides = true;
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collides = true;
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return true;
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return false;
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}
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}
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}
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}
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