Fix some parkour jumps being harder.

This commit is contained in:
UnknownShadow200 2016-01-02 12:48:22 +11:00
parent fc24802e27
commit 14a0927948

View File

@ -10,7 +10,7 @@ namespace ClassicalSharp {
public PhysicsEntity( Game game ) : base( game ) {
}
protected internal bool onGround;
protected internal bool onGround, hitYMax;
protected bool collideX, collideY, collideZ;
protected float StepSize;
@ -123,8 +123,8 @@ namespace ClassicalSharp {
Utils.LogDebug( "t > 1 in physics calculation.. this shouldn't have happened." );
BoundingBox finalBB = entityBB.Offset( Velocity * new Vector3( tx, ty, tz ) );
// if we were on the ground, we need to change the axis we test first.
if( wasOn ) {
// if we have hit the bottom of a block, we need to change the axis we test first.
if( hitYMax ) {
if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y )
ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y )
@ -192,6 +192,7 @@ namespace ClassicalSharp {
ref BoundingBox extentBB, ref Vector3 size ) {
Position.Y = blockBB.Min.Y - size.Y - Adjustment;
ClipY( ref size, ref entityBB, ref extentBB );
hitYMax = false;
}
void ClipYMax( ref BoundingBox blockBB, ref BoundingBox entityBB,
@ -199,6 +200,7 @@ namespace ClassicalSharp {
Position.Y = blockBB.Max.Y + Adjustment;
onGround = true;
ClipY( ref size, ref entityBB, ref extentBB );
hitYMax = true;
}
bool DidSlide( BoundingBox blockBB, ref Vector3 size, BoundingBox finalBB,