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Another attempt to set the bounding box (use Math.round).
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@ -33,13 +33,6 @@ import fr.neatmonster.nocheatplus.compat.MCAccess;
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*/
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public class PlayerLocation {
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/**
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* This is only for x+ and z+, since those provide trouble with falling through narrow places.
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* <br>
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* TODO: Check for closest value to 0.X (1 digit), dynamically ?
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*/
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private static final double xzInset = 0.0000001;
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// Final members //
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private final MCAccess mcAccess;
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@ -720,27 +713,15 @@ 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 = x - entityPlayer.boundingBox.a + dX;
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// minY = y - entityPlayer.boundingBox.b + dY;
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// minZ = z - entityPlayer.boundingBox.c + dZ;
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// maxX = x + entityPlayer.boundingBox.d + dX;
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// maxY = y + entityPlayer.boundingBox.e + dY;
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// maxZ = z + entityPlayer.boundingBox.f + dZ;
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// // TODO: inset, outset ?
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// TODO: inset, outset ?
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this.width = mcAccess.getWidth(player);
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final double dxz = this.width / 2;
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// final double dX = (entityPlayer.boundingBox.d - entityPlayer.boundingBox.a) / 2D;
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// final double dY = entityPlayer.boundingBox.e - entityPlayer.boundingBox.b;
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// final double dZ = (entityPlayer.boundingBox.f - entityPlayer.boundingBox.c) / 2D;
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final double dxz = Math.round(this.width * 500.0) / 1000.0;// 0.3; // this.width / 2;
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minX = x - dxz;
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minY = y;
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minZ = z - dxz;
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maxX = x + dxz - xzInset;
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maxX = x + dxz;// - xzInset;
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maxY = y + player.getEyeHeight();
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maxZ = z + dxz - xzInset;
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maxZ = z + dxz;// - xzInset;
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// TODO: With current bounding box the stance is never checked.
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// Set world / block access.
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