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BLEEDING: Remove bunnyhopdelay.
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26b4eb1458
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17eaf11567
@ -89,17 +89,17 @@ public class CreativeFly extends Check {
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// Finally, determine how far the player went beyond the set limits.
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double resultH = Math.max(0.0D, hDistance - data.horizontalFreedom - limitH);
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final boolean sprinting = player.isSprinting() && player.getFoodLevel() > 5;
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// final boolean sprinting = player.isSprinting() && player.getFoodLevel() > 5;
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data.bunnyhopDelay--;
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// data.bunnyhopDelay--;
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if (resultH > 0 && sprinting)
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// Try to treat it as a the "bunnyhop" problem. The bunnyhop problem is that landing and immediately jumping
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// again leads to a player moving almost twice as far in that step.
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if (data.bunnyhopDelay <= 0 && resultH < 0.4D) {
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data.bunnyhopDelay = 9;
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resultH = 0D;
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}
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// if (resultH > 0 && sprinting)
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// // Try to treat it as a the "bunnyhop" problem. The bunnyhop problem is that landing and immediately jumping
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// // again leads to a player moving almost twice as far in that step.
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// if (data.bunnyhopDelay <= 0 && resultH < 0.4D) {
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// data.bunnyhopDelay = 9;
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// resultH = 0D;
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// }
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resultH *= 100D;
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@ -67,7 +67,7 @@ public class MovingData extends ACheckData {
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public double survivalFlyVL = 0D;
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// Data shared between the fly checks.
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public int bunnyhopDelay;
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// public int bunnyhopDelay;
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public double horizontalBuffer;
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public double horizontalFreedom;
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public double horizontalVelocityCounter;
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@ -113,7 +113,7 @@ public class MovingData extends ACheckData {
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* Clear the data of the fly checks.
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*/
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public void clearFlyData() {
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bunnyhopDelay = 0;
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// bunnyhopDelay = 0;
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noFallFallDistance = 0D;
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survivalFlyJumpPhase = 0;
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setBack = null;
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@ -154,15 +154,15 @@ public class SurvivalFly extends Check {
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}
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}
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data.bunnyhopDelay--;
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// data.bunnyhopDelay--;
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// Did he go too far?
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if (hDistanceAboveLimit > 0 && sprinting)
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// Try to treat it as a the "bunnyhop" problem.
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if (data.bunnyhopDelay <= 0 && hDistanceAboveLimit > 0.05D && hDistanceAboveLimit < 0.28D) {
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data.bunnyhopDelay = 9;
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hDistanceAboveLimit = 0D;
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}
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// // Did he go too far?
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// if (hDistanceAboveLimit > 0 && sprinting)
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// // Try to treat it as a the "bunnyhop" problem.
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// if (data.bunnyhopDelay <= 0 && hDistanceAboveLimit > 0.05D && hDistanceAboveLimit < 0.28D) {
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// data.bunnyhopDelay = 9;
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// hDistanceAboveLimit = 0D;
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// }
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if (hDistanceAboveLimit > 0D) {
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// Try to consume the "buffer".
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