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We use liquid, not fluid.
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1c0a40e36a
commit
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@ -370,7 +370,7 @@ public class BlockProperties {
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blockFlags[i] = 0;
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if (mcAccess.isBlockLiquid(i).decide()){
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// TODO: do not set F_GROUND for fluids ?
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// TODO: do not set F_GROUND for liquids ?
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blockFlags[i] |= F_LIQUID;
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if (mcAccess.isBlockSolid(i).decide()) blockFlags[i] |= F_SOLID;
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}
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@ -514,7 +514,7 @@ public class PlayerLocation {
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}
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/**
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* Reset condition for flying checks (sf + nofall): fluids, web, ladder (not on-ground, though).
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* Reset condition for flying checks (sf + nofall): liquids, web, ladder (not on-ground, though).
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* @return
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*/
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public boolean isResetCond(){
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@ -9,7 +9,7 @@ public enum MediumLiftOff {
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/** Ordinary ground, normal jumping. */
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GROUND,
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/**
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* Used for reduced jumping height. Until known better this is used for fluids, cobweb.
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* Used for reduced jumping height. Until known better this is used for liquids, cobweb.
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*/
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LIMIT_JUMP,
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@ -114,7 +114,7 @@ public class SurvivalFly extends Check {
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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 fluids this would be placed right here.
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// Assume: If in liquids this would be placed right here.
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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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@ -82,8 +82,8 @@ permissions:
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nocheatplus.checks.blockbreak.break:
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description: Allow the player to break special blocks.
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children:
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nocheatplus.checks.blockbreak.break.fluid:
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description: Allow players to break fluids.
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nocheatplus.checks.blockbreak.break.liquid:
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description: Allow players to break liquid.
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nocheatplus.checks.blockbreak.direction:
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description: Allow the player to bypass to Direction check.
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nocheatplus.checks.blockbreak.fastbreak:
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