fixed descend into water
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f55686295c
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a1dc98589c
@ -61,7 +61,7 @@ public class MovementDescend extends Movement {
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case RUNNING:
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case RUNNING:
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BlockPos playerFeet = playerFeet();
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BlockPos playerFeet = playerFeet();
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if (playerFeet.equals(dest) && player().posY - playerFeet.getY() < 0.01) {
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if (playerFeet.equals(dest) && (BlockStateInterface.isLiquid(dest) || player().posY - playerFeet.getY() < 0.01)) {
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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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@ -74,9 +74,8 @@ public class MovementDescend extends Movement {
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double diffX2 = player().posX - (fakeDest.getX() + 0.5);
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double diffX2 = player().posX - (fakeDest.getX() + 0.5);
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double diffZ2 = player().posZ - (fakeDest.getZ() + 0.5);
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double diffZ2 = player().posZ - (fakeDest.getZ() + 0.5);
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double d = Math.sqrt(diffX2 * diffX2 + diffZ2 * diffZ2);
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double d = Math.sqrt(diffX2 * diffX2 + diffZ2 * diffZ2);
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if (d > ab)
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MovementHelper.moveTowards(state, fakeDest);
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MovementHelper.moveTowards(state, fakeDest);
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else {
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if (d <= ab) {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, false);
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, false);
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state.setInput(InputOverrideHandler.Input.MOVE_BACK, true);
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state.setInput(InputOverrideHandler.Input.MOVE_BACK, true);
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}
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}
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