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Fix up some width and height calculations (low jump, workarounds).
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@ -825,8 +825,10 @@ public class SurvivalFly extends Check {
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}
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if (setBackYDistance < estimate) {
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// Low jump, further check if there might have been a reason for low jumping.
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final double width = from.getWidth();
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final long aboveFlags = BlockProperties.collectFlagsSimple(from.getBlockCache(), from.getX() - width, from.getY(), from.getZ() - width, from.getX() + width, from.getY() + 0.1, from.getZ() + width);
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// TODO: Might provide access methods in PlayerLoction instead.
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final double width = Math.round(from.getWidth() * 500.0) / 1000.0;
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final double eyeHeight = player.getEyeHeight();
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final long aboveFlags = BlockProperties.collectFlagsSimple(from.getBlockCache(), from.getX() - width, from.getY() + eyeHeight, from.getZ() - width, from.getX() + width, from.getY() + eyeHeight + 0.25, from.getZ() + width);
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if ((aboveFlags & (BlockProperties.F_GROUND | BlockProperties.F_SOLID)) == 0) {
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tags.add("lowjump");
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data.sfLowJump = true;
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@ -1174,7 +1176,7 @@ public class SurvivalFly extends Check {
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// Check full bounding box since last from.
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final double minY = Math.min(data.toY, Math.min(data.fromY, from.getY()));
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final double iY = minY; // TODO ...
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final double r = from.getWidth() / 2.0; // TODO: check + 0.35;
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final double r = Math.round(from.getWidth() * 500.0) / 1000.0 / 2.0; // TODO: check + 0.35;
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double yMargin = cc.yOnGround;
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// TODO: Might set margin higher depending on distance to 0 of block and last y distance etc.
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// TODO: check with iY + 0.25 removed.
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