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Confine lost-ground check for block edges further.
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@ -103,6 +103,7 @@ public class SurvivalFly extends Check {
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// "Lost ground" workaround.
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// "Lost ground" workaround.
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if (fromOnGround || from.isResetCond()) resetFrom = true;
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if (fromOnGround || from.isResetCond()) resetFrom = true;
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// TODO: Extra workarounds for toOnGround ?
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else if (lostGround(player, from, to, hDistance, yDistance, sprinting, data, cc)){
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else if (lostGround(player, from, to, hDistance, yDistance, sprinting, data, cc)){
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// TODO: Consider && !resetTo ?
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// TODO: Consider && !resetTo ?
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// TODO: Confine by max y distance and min xz-distance?
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// TODO: Confine by max y distance and min xz-distance?
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@ -538,8 +539,8 @@ public class SurvivalFly extends Check {
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}
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}
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}
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}
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// Lost ground while falling onto/over edges of blocks.
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// Lost ground while falling onto/over edges of blocks.
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if (yDistance < 0 && yDistance >= -0.5 && hDistance <= 0.5 && data.sfLastYDist < 0 && yDistance > data.sfLastYDist){
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if (yDistance < 0 && yDistance >= -0.5 && hDistance <= 0.5 && data.sfLastYDist < 0 && yDistance > data.sfLastYDist && !to.isOnGround()){
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// TODO: yDistance >= -0.15 might be possible.
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// TODO: Should this be an extra lost-ground(to) check, setting toOnGround [for no-fall no difference]?
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// TODO: yDistance <= 0 might be better.
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// TODO: yDistance <= 0 might be better.
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// Also clear accounting data.
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// Also clear accounting data.
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if (to.isOnGround(0.5) || from.isOnGround(0.5)){
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if (to.isOnGround(0.5) || from.isOnGround(0.5)){
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