Fix picking up 'walk through' speed modifiers from blocks below you, even though you should only pick up from those intersecting you.

This commit is contained in:
UnknownShadow200 2015-12-15 13:49:15 +11:00
parent dacd6e4f44
commit cbe7b2c840

View File

@ -406,24 +406,31 @@ namespace ClassicalSharp {
float LowestSpeedModifier() {
BoundingBox bounds = CollisionBounds;
bounds.Min.Y -= 0.1f; // block standing on
useLiquidGravity = false;
float baseModifier = HighestModifier( bounds, false );
bounds.Min.Y -= 0.1f; // also check block standing on
float solidModifier = HighestModifier( bounds, true );
return Math.Max( baseModifier, solidModifier );
}
float HighestModifier( BoundingBox bounds, bool checkSolid ) {
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
float modifier = float.PositiveInfinity;
useLiquidGravity = false;
for( int x = bbMin.X; x <= bbMax.X; x++ ) {
for( int y = bbMin.Y; y <= bbMax.Y; y++ ) {
for( int z = bbMin.Z; z <= bbMax.Z; z++ ) {
byte block = game.Map.SafeGetBlock( x, y, z );
if( block == 0 ) continue;
for( int y = bbMin.Y; y <= bbMax.Y; y++ )
for( int z = bbMin.Z; z <= bbMax.Z; z++ )
for( int x = bbMin.X; x <= bbMax.X; x++ )
{
byte block = game.Map.SafeGetBlock( x, y, z );
if( block == 0 ) continue;
BlockCollideType type = info.CollideType[block];
if( type == BlockCollideType.Solid && !checkSolid )
continue;
modifier = Math.Min( modifier, info.SpeedMultiplier[block] );
if( block >= BlockInfo.CpeBlocksCount &&
info.CollideType[block] == BlockCollideType.SwimThrough )
useLiquidGravity = true;
}
}
modifier = Math.Min( modifier, info.SpeedMultiplier[block] );
if( block >= BlockInfo.CpeBlocksCount && type == BlockCollideType.SwimThrough )
useLiquidGravity = true;
}
return modifier == float.PositiveInfinity ? 1 : modifier;
}