Fixed two bugs
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e0c649dcc4
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@ -519,11 +519,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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{
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// Push out entity.
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// Push out entity.
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if (NextChunk->GetBlock( RelBlockX + 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += 0.2; NextPos.z, NextPos.y = 0; }
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if (NextChunk->GetBlock( RelBlockX + 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += 0.2; }
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else if (NextChunk->GetBlock( RelBlockX - 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += -0.2; NextPos.z, NextPos.y = 0; }
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else if (NextChunk->GetBlock( RelBlockX - 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += -0.2; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ + 1 ) == E_BLOCK_AIR) { NextPos.z += 0.2; NextPos.x, NextPos.y = 0; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ + 1 ) == E_BLOCK_AIR) { NextPos.z += 0.2; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ - 1 ) == E_BLOCK_AIR) { NextPos.z += -0.2; NextPos.x, NextPos.y = 0; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ - 1 ) == E_BLOCK_AIR) { NextPos.z += -0.2; }
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else { NextPos.y += 0.2; NextPos.z, NextPos.x = 0;}
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else { NextPos.y += 0.2; }
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m_bOnGround = true;
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m_bOnGround = true;
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@ -648,7 +648,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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}
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NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
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NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.3f;
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NextPos.x += Tracer.HitNormal.x * 0.3f;
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NextPos.y += Tracer.HitNormal.y * 0.1f; // Any larger produces entity vibration-upon-the-spot
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NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
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NextPos.z += Tracer.HitNormal.z * 0.3f;
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NextPos.z += Tracer.HitNormal.z * 0.3f;
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}
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}
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else
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else
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