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[Bleeding] Simplify passable-ray-tracing.
Just comment out the from-collides check, since it should be included in the actual ray-tracing check. Should give some speed-up.
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@ -65,14 +65,14 @@ public class PassableRayTracing extends RayTracing{
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// TODO: Other problem (forgot)...
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// TODO: Other problem (forgot)...
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// Check if is already inside.
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// // Check if is already inside.
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// TODO: This might be superfluous since below method used.
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// // TODO: This might be superfluous since below method used.
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if (oX >= bounds[0] && oX < bounds[3] && oY >= bounds[1] && oY < bounds[4] && oZ >= bounds[2] && oZ < bounds[5]){
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// if (oX >= bounds[0] && oX < bounds[3] && oY >= bounds[1] && oY < bounds[4] && oZ >= bounds[2] && oZ < bounds[5]){
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if (!BlockProperties.isPassableWorkaround(blockCache, blockX, blockY, blockZ, oX, oY, oZ, id, 0, 0, 0, 0)){
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// if (!BlockProperties.isPassableWorkaround(blockCache, blockX, blockY, blockZ, oX, oY, oZ, id, 0, 0, 0, 0)){
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collides = true;
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// collides = true;
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return true;
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// return true;
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}
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// }
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}
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// }
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// Check extrapolation [all three intervals must be hit].
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// Check extrapolation [all three intervals must be hit].
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if (dX < 0){
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if (dX < 0){
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if (oX < bounds[0]) return true;
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if (oX < bounds[0]) return true;
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@ -104,7 +104,9 @@ public class PassableRayTracing extends RayTracing{
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return true;
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return true;
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}
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}
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// Does collide (most likely).
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// Does collide (most likely).
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// TODO: This is not entirely accurate, needs further exclusion for smaller solid blocks.
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// TODO: This is not entirely accurate.
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// TODO: Moving such that the full move rect overlaps, but no real collision (diagonal moves).
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// TODO: "Wrong" moves through edges of blocks (not sure, needs reproducing).
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// (Could allow start-end if passable + check first collision time or some estimate.)
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// (Could allow start-end if passable + check first collision time or some estimate.)
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collides = true;
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collides = true;
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return true;
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return true;
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