Attempt to fix issues with falling through narrow spots.

The bounding box gets "corrected" by decreasing maxX and maxZ slightly.
This is not a generic approach, might get replaced by something else
later on.
This commit is contained in:
asofold 2013-03-09 17:13:33 +01:00
parent 434a83c398
commit dfc8e7c5a7

View File

@ -33,6 +33,13 @@ import fr.neatmonster.nocheatplus.compat.MCAccess;
*/
public class PlayerLocation {
/**
* This is only for x+ and z+, since those provide trouble with falling through narrow places.
* <br>
* TODO: Check for closest value to 0.X (1 digit), dynamically ?
*/
private static final double xzInset = 0.0000001;
// Final members //
private final MCAccess mcAccess;
@ -731,9 +738,9 @@ public class PlayerLocation {
minX = x - dxz;
minY = y;
minZ = z - dxz;
maxX = x + dxz;
maxX = x + dxz - xzInset;
maxY = y + player.getEyeHeight();
maxZ = z + dxz;
maxZ = z + dxz - xzInset;
// TODO: With current bounding box the stance is never checked.
// Set world / block access.