fix flashing backwards, fixes #265
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@@ -160,7 +160,7 @@ public abstract class Movement implements IMovement, MovementHelper {
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//i dont care if theres snow in the way!!!!!!!
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//you dont own me!!!!
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.player().getPositionEyes(1.0F),
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VecUtils.getBlockPosCenter(blockPos)), true)
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VecUtils.getBlockPosCenter(blockPos), ctx.playerRotations()), true)
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);
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// don't check selectedblock on this one, this is a fallback when we can't see any face directly, it's intended to be breaking the "incorrect" block
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state.setInput(Input.CLICK_LEFT, true);
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@@ -78,7 +78,7 @@ public class MovementFall extends Movement {
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}
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BlockPos playerFeet = ctx.playerFeet();
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Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest));
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Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest),ctx.playerRotations());
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Rotation targetRotation = null;
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Block destBlock = ctx.world().getBlockState(dest).getBlock();
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boolean isWater = destBlock == Blocks.WATER || destBlock == Blocks.FLOWING_WATER;
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@@ -141,7 +141,7 @@ public class MovementFall extends Movement {
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}
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if (targetRotation == null) {
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Vec3d destCenterOffset = new Vec3d(destCenter.x + 0.125 * avoid.getX(), destCenter.y, destCenter.z + 0.125 * avoid.getZ());
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state.setTarget(new MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), destCenterOffset), false));
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state.setTarget(new MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), destCenterOffset,ctx.playerRotations()), false));
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}
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return state;
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}
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@@ -151,7 +151,7 @@ public class MovementPillar extends Movement {
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IBlockState fromDown = BlockStateInterface.get(ctx, src);
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if (MovementHelper.isWater(fromDown.getBlock()) && MovementHelper.isWater(ctx, dest)) {
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// stay centered while swimming up a water column
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest)), false));
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest),ctx.playerRotations()), false));
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Vec3d destCenter = VecUtils.getBlockPosCenter(dest);
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if (Math.abs(ctx.player().posX - destCenter.x) > 0.2 || Math.abs(ctx.player().posZ - destCenter.z) > 0.2) {
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state.setInput(Input.MOVE_FORWARD, true);
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@@ -174,7 +174,7 @@ public class MovementTraverse extends Movement {
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// combine the yaw to the center of the destination, and the pitch to the specific block we're trying to break
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// it's safe to do this since the two blocks we break (in a traverse) are right on top of each other and so will have the same yaw
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest)).getYaw();
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest), ctx.playerRotations()).getYaw();
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float pitchToBreak = state.getTarget().getRotation().get().getPitch();
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state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
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@@ -198,7 +198,7 @@ public class MovementTraverse extends Movement {
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isDoorActuallyBlockingUs = true;
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}
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if (isDoorActuallyBlockingUs && !(Blocks.IRON_DOOR.equals(pb0.getBlock()) || Blocks.IRON_DOOR.equals(pb1.getBlock()))) {
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0])), true))
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0]), ctx.playerRotations()), true))
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.setInput(Input.CLICK_RIGHT, true);
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}
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}
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@@ -212,7 +212,7 @@ public class MovementTraverse extends Movement {
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}
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if (blocked != null) {
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked)), true))
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked), ctx.playerRotations()), true))
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.setInput(Input.CLICK_RIGHT, true);
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}
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}
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