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fix onliquid check
clear internal fall damage counter if players get new velocity assigned
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4569546b3a
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@ -32,7 +32,7 @@ public class OnLiquidCheck {
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boolean cancel = false;
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boolean cancel = false;
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if(blockPlaced == null) {
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if(blockPlaced == null || blockPlaced.isEmpty()) {
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// all ok
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// all ok
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} else if(blockPlacedAgainst != null && isSolid(blockPlacedAgainst)) {
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} else if(blockPlacedAgainst != null && isSolid(blockPlacedAgainst)) {
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// all ok
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// all ok
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@ -109,9 +109,12 @@ public class PlayerMoveEventManager extends PlayerListener implements EventManag
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if(newVal >= 0.0D) {
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if(newVal >= 0.0D) {
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mdata.vertVelocity += newVal;
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mdata.vertVelocity += newVal;
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mdata.vertFreedom += mdata.vertVelocity;
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mdata.vertFreedom += mdata.vertVelocity;
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mdata.vertVelocityCounter = 50;
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}
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}
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mdata.vertVelocityCounter = 50;
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mdata.fallDistance = 0.0f; // Don't be too unforgiving with fall damage
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newVal = Math.sqrt(Math.pow(v.getX(), 2) + Math.pow(v.getZ(), 2));
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newVal = Math.sqrt(Math.pow(v.getX(), 2) + Math.pow(v.getZ(), 2));
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if(newVal > 0.0D) {
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if(newVal > 0.0D) {
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mdata.horizFreedom += newVal;
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mdata.horizFreedom += newVal;
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