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Fix allowed h-dist in water (downstream).
Previously this was not applied in the "after-failure" h-dist estimation with permission checking.
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@ -147,17 +147,13 @@ public class SurvivalFly extends Check {
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resetFrom = lostGround;
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// Note: if not setting resetFrom, other places have to check assumeGround...
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}
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// Set flag for swimming with the flowing direction of liquid.
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final boolean downStream = hDistance > swimmingSpeed && from.isInLiquid() && from.isDownStream(xDistance, zDistance);
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// TODO: Account for lift-off medium / if in air [i.e. account for medium + friction]?
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// (Might set some margin for buffering if cutting down hAllowedDistance.)
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double hAllowedDistance = getAllowedhDist(player, from, to, sprinting, hDistance, data, cc, false);
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// Account for flowing liquids (only if needed).
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// Assume: If in liquids this would be placed right here.
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// TODO: Consider data.mediumLiftOff != ...GROUND
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if (hDistance > swimmingSpeed && from.isInLiquid() && from.isDownStream(xDistance, zDistance)) {
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hAllowedDistance *= modDownStream;
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}
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double hAllowedDistance = getAllowedhDist(player, from, to, sprinting, downStream, hDistance, data, cc, false);
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// Judge if horizontal speed is above limit.
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// double hDistanceAboveLimit = hDistance - hAllowedDistance - data.horizontalFreedom;
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@ -196,7 +192,7 @@ public class SurvivalFly extends Check {
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// TODO: Use velocity already here ?
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// After failure permission checks ( + speed modifier + sneaking + blocking + speeding) and velocity (!).
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if (hDistanceAboveLimit > 0){
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hAllowedDistance = getAllowedhDist(player, from, to, sprinting, hDistance, data, cc, true);
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hAllowedDistance = getAllowedhDist(player, from, to, sprinting, downStream, hDistance, data, cc, true);
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// hDistanceAboveLimit = hDistance - hAllowedDistance - data.horizontalFreedom - extraUsed;
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if (hFreedom > 0){
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hDistanceAboveLimit = hDistance - hAllowedDistance - extraUsed - hFreedom;
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@ -801,7 +797,7 @@ public class SurvivalFly extends Check {
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* @param cc
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* @return
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*/
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private double getAllowedhDist(final Player player, final PlayerLocation from, final PlayerLocation to, final boolean sprinting, final double hDistance, final MovingData data, final MovingConfig cc, boolean checkPermissions)
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private double getAllowedhDist(final Player player, final PlayerLocation from, final PlayerLocation to, final boolean sprinting, final boolean downStream, final double hDistance, final MovingData data, final MovingConfig cc, boolean checkPermissions)
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{
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if (checkPermissions) tags.add("permchecks");
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// TODO: re-arrange for fastest checks first (check vs. allowed distance
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@ -838,6 +834,13 @@ public class SurvivalFly extends Check {
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// If the player is on ice, give him an higher maximum speed.
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if (data.sfFlyOnIce > 0) hAllowedDistance *= modIce;
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// Account for flowing liquids (only if needed).
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// Assume: If in liquids this would be placed right here.
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// TODO: Consider data.mediumLiftOff != ...GROUND
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if (downStream) {
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hAllowedDistance *= modDownStream;
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}
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if (hDistance <= hAllowedDistance) return hAllowedDistance;
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// Speed amplifier.
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