fix descend and fall onto lilypad
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1024a1df2d
commit
77e97b4285
@ -69,7 +69,7 @@ public class MovementDescend extends Movement {
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}
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}
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BlockPos playerFeet = playerFeet();
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BlockPos playerFeet = playerFeet();
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if (playerFeet.equals(dest)) {
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if (playerFeet.equals(dest)) {
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if (BlockStateInterface.isLiquid(dest) || player().posY - playerFeet.getY() < 0.01) {
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if (BlockStateInterface.isLiquid(dest) || player().posY - playerFeet.getY() < 0.094) {
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// Wait until we're actually on the ground before saying we're done because sometimes we continue to fall if the next action starts immediately
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// Wait until we're actually on the ground before saying we're done because sometimes we continue to fall if the next action starts immediately
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state.setStatus(MovementStatus.SUCCESS);
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state.setStatus(MovementStatus.SUCCESS);
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return state;
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return state;
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@ -105,7 +105,7 @@ public class MovementFall extends Movement {
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} else {
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} else {
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state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest))));
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state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest))));
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}
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}
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.01
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.094
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|| BlockStateInterface.isWater(dest))) {
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|| BlockStateInterface.isWater(dest))) {
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if (BlockStateInterface.isWater(dest) && player().inventory.hasItemStack(STACK_BUCKET_EMPTY)) {
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if (BlockStateInterface.isWater(dest) && player().inventory.hasItemStack(STACK_BUCKET_EMPTY)) {
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player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
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player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
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