From fe983a1a45b23c67cf6c758a4f0ffe6a8ba764d6 Mon Sep 17 00:00:00 2001 From: x12xx12x <44411062+12xx12@users.noreply.github.com> Date: Wed, 20 Apr 2022 00:10:35 +0200 Subject: Valid Height is now checked by vector. --- src/Entities/Pawn.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/Entities/Pawn.cpp') diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp index 361450349..990ea8096 100644 --- a/src/Entities/Pawn.cpp +++ b/src/Entities/Pawn.cpp @@ -320,7 +320,7 @@ void cPawn::HandleFalling(void) With this in mind, we first check the block at the player's feet, then the one below that (because fences), and decide which behaviour we want to go with. */ - BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POSY_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast(E_BLOCK_AIR); + BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POS_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast(E_BLOCK_AIR); /* We initialize these with what the foot is really IN, because for sampling we will move down with the epsilon above */ bool IsFootInWater = IsBlockWater(BlockAtFoot); @@ -364,7 +364,7 @@ void cPawn::HandleFalling(void) { Vector3i BlockTestPosition = CrossTestPosition.Floor() + BlockSampleOffsets[j]; - if (!cChunkDef::IsValidHeight(BlockTestPosition.y)) + if (!cChunkDef::IsValidHeight(BlockTestPosition)) { continue; } -- cgit v1.2.3