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Experimental: Do not rely on the actual players bounding box.
Just takes into account EntityPlayer.width/2 and Player.getEyeHeight.
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@ -301,6 +301,7 @@ public class PlayerLocation {
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*/
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public boolean isAboveLadder() {
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final int typeId = getTypeIdBelow();
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// TODO: bounding box ...
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return typeId == Material.LADDER.getId() || typeId == Material.VINE.getId();
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}
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@ -487,15 +488,17 @@ public class PlayerLocation {
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pitch = location.getPitch();
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// Set bounding box.
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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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minX = entityPlayer.boundingBox.a + dX;
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minY = entityPlayer.boundingBox.b + dY;
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minZ = entityPlayer.boundingBox.c + dZ;
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maxX = entityPlayer.boundingBox.d + dX;
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maxY = entityPlayer.boundingBox.e + dY;
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maxZ = entityPlayer.boundingBox.f + dZ;
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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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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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// Set world / block access.
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world = location.getWorld();
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