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Core: fix custom blocks with collide type swimthrough replacing core block ids not working (Thanks Daeslender)
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@ -61,7 +61,7 @@ namespace ClassicalSharp {
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}
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}
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static byte RotateDirection(Game game, byte block, string name, Vector3 offset) {
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static byte RotateDirection(Game game, byte block, string name, Vector3 offset) {
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Vector3 southEast = new Vector3 (1,0,1);
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Vector3 southEast = new Vector3 (1, 0, 1);
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Vector3 southWest = new Vector3 (-1, 0, 1);
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Vector3 southWest = new Vector3 (-1, 0, 1);
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Vector3I pos = game.SelectedPos.TranslatedPos;
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Vector3I pos = game.SelectedPos.TranslatedPos;
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@ -227,7 +227,7 @@ namespace ClassicalSharp.Entities {
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if (!blockBB.Intersects(bounds)) continue;
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if (!blockBB.Intersects(bounds)) continue;
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modifier = Math.Min(modifier, info.SpeedMultiplier[block]);
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modifier = Math.Min(modifier, info.SpeedMultiplier[block]);
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if (block >= Block.CpeCount && type == CollideType.SwimThrough)
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if (!info.IsLiquid(block) && type == CollideType.SwimThrough)
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useLiquidGravity = true;
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useLiquidGravity = true;
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}
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}
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return modifier;
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return modifier;
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