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Fix some issues with stairs and half-blocks.
Add stepping up half-block distances to lost-ground.
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@ -213,7 +213,7 @@ public class SurvivalFly extends Check {
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}
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// Calculate the vertical speed limit based on the current jump phase.
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double vAllowedDistance, vDistanceAboveLimit = 0;
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double vAllowedDistance = 0, vDistanceAboveLimit = 0;
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if (from.isInWeb()){
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// Very simple: force players to descend or stay.
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vAllowedDistance = from.isOnGround() ? 0.1D : 0;
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@ -291,13 +291,15 @@ public class SurvivalFly extends Check {
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// TODO: consider tags for jumping as well (!).
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if (data.sfJumpPhase > maxJumpPhase && data.verticalVelocityCounter <= 0){
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// Could use dirty flag here !
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if (data.sfDirty || yDistance < 0){
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boolean useDist = data.sfDirty || yDistance < 0 || resetFrom;
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if (useDist){
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// TODO: (This allows the one tick longer jump (resetTo)).
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vAllowedDistance -= Math.max(0, (data.sfJumpPhase - maxJumpPhase) * 0.15D);
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}
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else if (!data.sfDirty){
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// Violation (Too high jumping or step).
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tags.add("maxphase");
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.max(yDistance, 0.5));
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.max(yDistance, 0.15));
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}
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}
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@ -307,6 +309,7 @@ public class SurvivalFly extends Check {
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if (vDistanceAboveLimit > 0) tags.add("vdist");
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// Simple-step blocker.
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// TODO: Complex step blocker: distance to set-back + low jump + accounting info
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if ((fromOnGround || data.noFallAssumeGround) && toOnGround && Math.abs(yDistance - 1D) <= cc.yStep && vDistanceAboveLimit <= 0D && !player.hasPermission(Permissions.MOVING_SURVIVALFLY_STEP)) {
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vDistanceAboveLimit = Math.max(vDistanceAboveLimit, Math.abs(yDistance));
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tags.add("step");
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@ -440,8 +443,13 @@ public class SurvivalFly extends Check {
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useWorkaround = true;
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setBackSafe = true;
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}
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// Check for "lost touch", for when moving events were not created,
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// for instance (1/256).
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// Check for "lost touch", for when moving events are missing somehow.
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// Half block step up.
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if (yDistance > 0 && yDistance <= 0.5 && to.isOnGround() && from.isOnGround(0.5 - Math.abs(yDistance))){
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useWorkaround = true;
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setBackSafe = true;
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}
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// Interpolation check.
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if (!useWorkaround && data.fromX != Double.MAX_VALUE && yDistance > 0 && yDistance < 0.5 && data.sfLastYDist < 0) {
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final double setBackYDistance = to.getY() - data.getSetBackY();
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if (setBackYDistance > 0D && setBackYDistance <= 1.5D) {
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