Fixed the jump food exhaustion being added when player is swimming
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9f7db50de0
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2b9fdc3e36
@ -32,8 +32,7 @@
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#include "Protocol/ProtocolRecognizer.h"
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#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
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#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
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@ -505,7 +504,13 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
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// If a jump just started, process food exhaustion:
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if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
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{
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m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
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// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
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cWorld * World = m_Player->GetWorld();
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BLOCKTYPE BlockType = World->GetBlock( float2int(m_Player->GetPosX()), float2int(m_Player->GetPosY()), float2int(m_Player->GetPosZ()) );
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if(! IsBlockWater(BlockType) )
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{
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m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
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}
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}
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m_Player->MoveTo(Pos);
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