You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
* The vertical component of liquid push (water/lava).
90
+
* This is computed in hdistrel and then used by vidstrel to avoid having to call the getLiquidPush() method twice.
91
+
* When computing the horizontal liquid push, the way Mojang coded the function to get the liquid's flowing force
92
+
* to calculate horizontal speed with, also affects the vertical speed (See comment in {@link fr.neatmonster.nocheatplus.utilities.location.RichEntityLocation#getFlowForceVector(int, int, int, long)}.
* This bit of vertical distance computation is needed for the supporting block mechanism, which needs Minecraft-calculated on-ground status.
1050
+
* Normally, these would be computed at the same time, however, since NCP handles horizontal and vertical speed estimation separately, we need to duplicate this bit of code here.
1051
+
* TODO: Unify predictions somehow.
1052
+
*/
1039
1053
// Current yDistance before calculation for supporting block ground state. Copy paste from vDistrel
// NOTE: For fluid falling, it should be thisMove not last. the allowed distance is already initialised with lastMove's distance; calling the last ALLOWED distance, would basically mean using the momentum of the second last move, which is incorrect.
1058
+
// Here, we use yDistanceBeforeCollide as thisMove.yAllowedDistance has not yet been calculated at this point.
0 commit comments