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@@ -55,7 +55,7 @@ public class BlockCollision {
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public void correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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public void correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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final double collisionExpansion = CollisionManager.COLLISION_TOLERANCE * 2;
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final double collisionExpansion = CollisionManager.COLLISION_TOLERANCE * 2;
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// Due to floating points errors, or possibly how collision is handled on Bedrock, player could be slightly clipping into the block.
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// Due to floating points errors, or because of block collision difference, player could be slightly clipping into the block.
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// So we check if the player is intersecting the block, if they do then push them out. This fixes NoCheatPlus's Passable check and other anticheat checks.
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// So we check if the player is intersecting the block, if they do then push them out. This fixes NoCheatPlus's Passable check and other anticheat checks.
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// This check doesn't allow players right up against the block, so they must be pushed slightly away. However, we should only do it if the
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// This check doesn't allow players right up against the block, so they must be pushed slightly away. However, we should only do it if the
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// push distance is smaller than "pushAwayTolerance", we don't want to push player out when they're actually inside a block.
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// push distance is smaller than "pushAwayTolerance", we don't want to push player out when they're actually inside a block.
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