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Report next intended position instead of current position to server
Fixes rare issues like where you can land on a block then jump off it again without the server noticing
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@ -737,9 +737,12 @@ static void Classic_Reset(void) {
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}
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static void Classic_Tick(void) {
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struct Entity* p = &LocalPlayer_Instance.Base;
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struct LocalPlayer* p = &LocalPlayer_Instance;
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struct Entity* e = &LocalPlayer_Instance.Base;
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if (!classic_receivedFirstPos) return;
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Classic_WritePosition(p->Position, p->Yaw, p->Pitch);
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/* Report end position of each physics tick, rather than current position */
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/* (otherwise can miss landing on a block then jumping off of it again) */
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Classic_WritePosition(p->Interp.Next.Pos, e->Yaw, e->Pitch);
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}
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