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Adapt bounds for onground checking minimally (back to 0).
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@ -325,7 +325,7 @@ public class PlayerLocation {
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*/
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public boolean isOnGround() {
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if (onGround == null) {
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final double d0 = 0.01D;
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final double d0 = 0; //0.001D;
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onGround = BlockProperties.isOnGround(getBlockAccess(), minX - d0, minY - yOnGround, minZ - d0, maxX + d0, minY + 0.25, maxZ + d0);
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if (!onGround) {
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// TODO: Probably check other ids too before doing this ?
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@ -491,14 +491,24 @@ public class PlayerLocation {
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// final double dX = x - entityPlayer.locX;
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// final double dY = y - entityPlayer.locY;
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// final double dZ = z - entityPlayer.locZ;
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// TODO: inset, outset ?
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// minX = x - entityPlayer.boundingBox.a + dX;
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// minY = y - entityPlayer.boundingBox.b + dY;
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// minZ = z - entityPlayer.boundingBox.c + dZ;
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// maxX = x + entityPlayer.boundingBox.d + dX;
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// maxY = y + entityPlayer.boundingBox.e + dY;
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// maxZ = z + entityPlayer.boundingBox.f + dZ;
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// // TODO: inset, outset ?
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final double dxz = entityPlayer.width/2;
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minX = x - dxz; //entityPlayer.boundingBox.a + dX;
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minY = y; // entityPlayer.boundingBox.b + dY;
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minZ = z - dxz; //entityPlayer.boundingBox.c + dZ;
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maxX = x + dxz; //entityPlayer.boundingBox.d + dX;
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maxY = y + player.getEyeHeight(); // entityPlayer.boundingBox.e + dY;
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maxZ = z + dxz; //entityPlayer.boundingBox.f + dZ;
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// final double dX = (entityPlayer.boundingBox.d - entityPlayer.boundingBox.a) / 2D;
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// final double dY = entityPlayer.boundingBox.e - entityPlayer.boundingBox.b;
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// final double dZ = (entityPlayer.boundingBox.f - entityPlayer.boundingBox.c) / 2D;
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minX = x - dxz;
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minY = y;
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minZ = z - dxz;
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maxX = x + dxz;
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maxY = y + player.getEyeHeight();
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maxZ = z + dxz;
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// TODO: With current bounding box the stance is never checked.
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// Set world / block access.
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world = location.getWorld();
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