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Fix collisions when using 0 sized blocks as model
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@ -37,7 +37,15 @@ namespace ClassicalSharp.Model {
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static Vector3 colShrink = new Vector3(0.75f/16, 0.75f/16, 0.75f/16);
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public override Vector3 CollisionSize {
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get { return (maxBB - minBB) - colShrink; } // to fit slightly inside
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get {
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// to fit slightly inside
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Vector3 size = (maxBB - minBB) - colShrink;
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// fix for 0 size blocks
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size.X = Math.Max(size.X, 0.125f/16);
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size.Y = Math.Max(size.Y, 0.125f/16);
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size.Z = Math.Max(size.Z, 0.125f/16);
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return size;
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}
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}
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static Vector3 offset = new Vector3(-0.5f, 0.0f, -0.5f);
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@ -10,6 +10,7 @@
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#include "Stream.h"
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#include "ErrorHandler.h"
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#include "Entity.h"
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#include "Funcs.h"
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/*########################################################################################################################*
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@ -1113,6 +1114,10 @@ static void BlockModel_GetCollisionSize(Vector3* size) {
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/* to fit slightly inside */
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static Vector3 shrink = { 0.75f/16.0f, 0.75f/16.0f, 0.75f/16.0f };
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Vector3_SubBy(size, &shrink);
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/* fix for 0 size blocks */
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size->X = max(size->X, 0.125f/16.0f);
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size->Y = max(size->Y, 0.125f/16.0f);
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size->Z = max(size->Z, 0.125f/16.0f);
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}
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static void BlockModel_GetPickingBounds(struct AABB* bb) {
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