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synced 2025-03-10 05:29:12 +01:00
Move sprintback check back to where it was (not allowing vel/buf use).
Since the sprinting time has been fixed, it should not be necessary to consume buffers/velocity, because it will not trigger at all. (Context: throwing ender pearls at entities.)
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@ -149,28 +149,9 @@ public class SurvivalFly extends Check {
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// Judge if horizontal speed is above limit.
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double hDistanceAboveLimit = hDistance - hAllowedDistance;
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// Prevent players from sprinting if they're moving backwards (allow buffers to cover up !?).
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if (sprinting) {
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// TODO: Check if still necessary to check here with timeSprinting change (...).
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// TODO: Find more ways to confine conditions.
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final float yaw = from.getYaw();
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if (xDistance < 0D && zDistance > 0D && yaw > 180F && yaw < 270F
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|| xDistance < 0D && zDistance < 0D && yaw > 270F && yaw < 360F
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|| xDistance > 0D && zDistance < 0D && yaw > 0F && yaw < 90F
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|| xDistance > 0D && zDistance > 0D && yaw > 90F && yaw < 180F) {
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// (Might have to account for speeding permissions.)
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if (!player.hasPermission(Permissions.MOVING_SURVIVALFLY_SPRINTING)) {
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// Expect full distance to be covered by buffers/velocity.
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// TODO: Should this exclusively allow velocity (someone calculate margin)?
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// TODO: Check if moving below is ok now (since sprinting flag was fixed).
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hDistanceAboveLimit = Math.max(hDistanceAboveLimit, hDistance);
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tags.add("sprintback"); // Might add it anyway.
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}
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}
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}
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data.bunnyhopDelay--;
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data.bunnyhopDelay--; // TODO: Design to do the changing at the bottom?
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// Velocity, buffers and after failure checks.
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final double hFreedom;
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if (hDistanceAboveLimit > 0){
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// TODO: Move more of the workarounds (buffer, bunny, ...) into this method.
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@ -198,6 +179,26 @@ public class SurvivalFly extends Check {
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tags.add("waterwalk");
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}
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// Prevent players from sprinting if they're moving backwards (allow buffers to cover up !?).
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if (sprinting) {
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// TODO: Check if still necessary to check here with timeSprinting change (...).
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// TODO: Find more ways to confine conditions.
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final float yaw = from.getYaw();
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if (xDistance < 0D && zDistance > 0D && yaw > 180F && yaw < 270F
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|| xDistance < 0D && zDistance < 0D && yaw > 270F && yaw < 360F
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|| xDistance > 0D && zDistance < 0D && yaw > 0F && yaw < 90F
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|| xDistance > 0D && zDistance > 0D && yaw > 90F && yaw < 180F) {
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// (Might have to account for speeding permissions.)
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if (!player.hasPermission(Permissions.MOVING_SURVIVALFLY_SPRINTING)) {
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// Expect full distance to be covered by buffers/velocity.
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// TODO: Should this exclusively allow velocity (someone calculate margin)?
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// TODO: Check if moving below is ok now (since sprinting flag was fixed).
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hDistanceAboveLimit = Math.max(hDistanceAboveLimit, hDistance);
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tags.add("sprintback"); // Might add it anyway.
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}
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}
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}
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//////////////////////////
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// Vertical move.
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//////////////////////////
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