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Change resetting of yOnGround for NoFall.
Use CheckConfig to determine if it is necessary. Move resetting to a method. Collect block flags again.
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@ -96,6 +96,11 @@ public class NoFall extends Check {
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final double oldNFDist = data.noFallFallDistance;
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// Reset-cond is not touched by yOnGround.
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// TODO: Distinguish water depth vs. fall distance ?
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final boolean fromReset = from.isResetCond();
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final boolean toReset = to.isResetCond();
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// Adapt yOnGround if necessary (sf uses another setting).
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if (yDiff < 0 && cc.yOnGround < cc.noFallyOnGround) {
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// In fact this is somewhat heuristic, but it seems to work well.
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@ -104,12 +109,9 @@ public class NoFall extends Check {
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adjustYonGround(from, to , cc.noFallyOnGround);
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}
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// TODO: Distinguish water depth vs. fall distance!
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final boolean fromOnGround = from.isOnGround();
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final boolean fromReset = from.isResetCond();
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final boolean toOnGround = to.isOnGround();
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final boolean toReset = to.isResetCond();
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// TODO: early returns (...)
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@ -182,13 +184,11 @@ public class NoFall extends Check {
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* @param cc
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*/
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private void adjustYonGround(final PlayerLocation from, final PlayerLocation to, final double yOnGround) {
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if (!from.isResetCond() && !from.isOnGround()){
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if (!from.isOnGround()){
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from.setyOnGround(yOnGround);
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from.collectBlockFlags(yOnGround);
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}
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if (!to.isResetCond() && !to.isOnGround()){
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if (!to.isOnGround()){
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to.setyOnGround(yOnGround);
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to.collectBlockFlags(yOnGround);
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}
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}
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