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name variables in stepping up
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32eece4d37
commit
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1 changed files with 12 additions and 25 deletions
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@ -71,21 +71,8 @@ fn collide(movement: &Vec3, world: &Instance, physics: &azalea_entity::Physics)
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let max_up_step = 0.6;
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if on_ground && (x_collision || z_collision) {
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// Vec3 var9 = collideBoundingBox(this, new Vec3(movement.x, (double)this.maxUpStep(), movement.z), var2, this.level(), var3);
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// Vec3 var10 = collideBoundingBox(this, new Vec3(0.0, (double)this.maxUpStep(), 0.0), var2.expandTowards(movement.x, 0.0, movement.z), this.level(), var3);
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// if (var10.y < (double)this.maxUpStep()) {
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// Vec3 var11 = collideBoundingBox(this, new Vec3(movement.x, 0.0, movement.z), var2.move(var10), this.level(), var3).add(var10);
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// if (var11.horizontalDistanceSqr() > var9.horizontalDistanceSqr()) {
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// var9 = var11;
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// }
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// }
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// if (var9.horizontalDistanceSqr() > collidedMovement.horizontalDistanceSqr()) {
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// return var9.add(collideBoundingBox(this, new Vec3(0.0, -var9.y + movement.y, 0.0), var2.move(var9), this.level(), var3));
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// }
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let mut var9 = collide_bounding_box(
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let mut hypothetical_new_position
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= collide_bounding_box(
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&Vec3 {
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x: movement.x,
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y: max_up_step,
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@ -95,7 +82,7 @@ fn collide(movement: &Vec3, world: &Instance, physics: &azalea_entity::Physics)
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world,
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entity_collisions.clone(),
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);
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let var10 = collide_bounding_box(
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let step_up_position = collide_bounding_box(
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&Vec3 {
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x: 0.,
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y: max_up_step,
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@ -105,31 +92,31 @@ fn collide(movement: &Vec3, world: &Instance, physics: &azalea_entity::Physics)
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world,
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entity_collisions.clone(),
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);
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if var10.y < max_up_step {
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if step_up_position.y < max_up_step {
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let var11 = collide_bounding_box(
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&Vec3 {
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x: movement.x,
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y: 0.,
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z: movement.z,
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},
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&entity_bounding_box.move_relative(&var10),
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&entity_bounding_box.move_relative(&step_up_position),
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world,
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entity_collisions.clone(),
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)
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.add(var10);
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if var11.horizontal_distance_sqr() > var9.horizontal_distance_sqr() {
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var9 = var11;
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.add(step_up_position);
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if var11.horizontal_distance_sqr() > hypothetical_new_position.horizontal_distance_sqr() {
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hypothetical_new_position = var11;
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}
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}
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if var9.horizontal_distance_sqr() > collided_movement.horizontal_distance_sqr() {
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return var9.add(collide_bounding_box(
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if hypothetical_new_position.horizontal_distance_sqr() > collided_movement.horizontal_distance_sqr() {
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return hypothetical_new_position.add(collide_bounding_box(
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&Vec3 {
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x: 0.,
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y: -var9.y + movement.y,
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y: -hypothetical_new_position.y + movement.y,
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z: 0.,
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},
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&entity_bounding_box.move_relative(&var9),
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&entity_bounding_box.move_relative(&hypothetical_new_position),
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world,
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entity_collisions.clone(),
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));
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