From e9136c9cbbf9010b8352127e129c1cd290f377bd Mon Sep 17 00:00:00 2001 From: mat <27899617+mat-1@users.noreply.github.com> Date: Wed, 11 Dec 2024 19:51:12 -0600 Subject: Implement EntityPositionSync (#196) * implement EntityPositionSync * fix EntityPositionSync setting the wrong vec_delta_codec and also move into a RelativeEntityUpdate --- azalea/src/pathfinder/mod.rs | 2 +- azalea/src/pathfinder/simulation.rs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'azalea/src/pathfinder') diff --git a/azalea/src/pathfinder/mod.rs b/azalea/src/pathfinder/mod.rs index eab07348..78aafc2f 100644 --- a/azalea/src/pathfinder/mod.rs +++ b/azalea/src/pathfinder/mod.rs @@ -516,7 +516,7 @@ pub fn check_node_reached( let x_difference_from_center = position.x - (movement.target.x as f64 + 0.5); let z_difference_from_center = position.z - (movement.target.z as f64 + 0.5); // this is to make sure we don't fall off immediately after finishing the path - physics.on_ground + physics.on_ground() && BlockPos::from(position) == movement.target // adding the delta like this isn't a perfect solution but it helps to make // sure we don't keep going if our delta is high diff --git a/azalea/src/pathfinder/simulation.rs b/azalea/src/pathfinder/simulation.rs index ca15fb7a..630dd591 100644 --- a/azalea/src/pathfinder/simulation.rs +++ b/azalea/src/pathfinder/simulation.rs @@ -32,7 +32,7 @@ impl SimulatedPlayerBundle { SimulatedPlayerBundle { position: Position::new(position), - physics: Physics::new(dimensions, &position), + physics: Physics::new(dimensions, position), physics_state: PhysicsState::default(), look_direction: LookDirection::new(0.0, 0.0), attributes: Attributes { -- cgit v1.2.3