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https://github.com/NoCheatPlus/NoCheatPlus.git
synced 2024-06-26 06:14:42 +02:00
Fix standing on TRAP_DOOR (and the like).
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parent
ed10330657
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6269ca9cb4
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@ -657,9 +657,9 @@ public class BlockProperties {
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// F_PASSABLE_X4
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for (final Material mat : new Material[]{
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Material.FENCE_GATE,
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Material.TRAP_DOOR,
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Material.TRAP_DOOR, // TODO: Players can stand on - still passable past 1.9?
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}) {
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blockFlags[mat.getId()] |= F_PASSABLE_X4;
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blockFlags[mat.getId()] |= F_PASSABLE_X4; // TODO: Flag is abused for other checks, need another one.
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}
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// F_FACING_LOW3D2_NSWE
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@ -690,12 +690,14 @@ public class BlockProperties {
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Material.BREWING_STAND,
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Material.ENDER_PORTAL_FRAME,
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// XZ-bounds issues.
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Material.CAKE_BLOCK
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Material.CAKE_BLOCK,
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// Already worked around with isPassableWorkaround (kept for dev-reference).
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// Material.ANVIL,
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// Material.SKULL, Material.FLOWER_POT,
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// Material.DRAGON_EGG,
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// Material.COCOA,
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// Issues standing on with F_PASSABLE_X4.
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Material.TRAP_DOOR,
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}) {
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blockFlags[mat.getId()] |= F_GROUND_HEIGHT;
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}
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@ -2095,8 +2097,11 @@ public class BlockProperties {
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return 0.8125;
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}
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else if ((flags & F_GROUND_HEIGHT) != 0) {
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// Assume open gates/trapdoors/things to only allow standing on to, if at all.
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if ((flags & F_PASSABLE_X4) != 0 && (access.getData(x, y, z) & 0x04) != 0) {
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return bounds[4];
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}
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// All blocks that are not treated individually are ground all through.
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// TODO: Experimental workaround.
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return 0;
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}
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else {
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