Even better pickup physics
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@ -520,31 +520,36 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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// Push out entity.
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// Push out entity.
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BLOCKTYPE GotBlock;
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BLOCKTYPE GotBlock;
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static const Vector3i CrossCoords[] =
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static const struct
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{
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{
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Vector3i(1, 0, 0),
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int x, y, z;
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Vector3i(-1, 0, 0),
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} gCrossCoords[] =
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Vector3i(0, 0, 1),
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{
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Vector3i(0, 0, -1),
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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} ;
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} ;
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Vector3i PushDirection(0, 1, 0);
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for (int i = 0; i < ARRAYCOUNT(CrossCoords); i++)
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bool IsNoAirSurrounding = true;
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for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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{
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NextChunk->UnboundedRelGetBlockType(RelBlockX + CrossCoords[i].x, BlockY, RelBlockZ + CrossCoords[i].z, GotBlock);
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NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock);
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if (!g_BlockIsSolid[GotBlock])
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if (!g_BlockIsSolid[GotBlock])
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{
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{
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PushDirection = CrossCoords[i];
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NextPos.x += gCrossCoords[i].x;
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break;
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NextPos.z += gCrossCoords[i].z;
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}
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IsNoAirSurrounding = false;
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} // for i - CrossCoords[]
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}
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NextPos += Vector3d(PushDirection) * 0.2;
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} // for i - gCrossCoords[]
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if (IsNoAirSurrounding)
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{ NextPos.y += 0.5; }
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m_bOnGround = true;
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m_bOnGround = true;
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LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
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LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
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m_UniqueID, GetClass(), BlockX, BlockY,
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
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);
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}
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}
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if (!m_bOnGround)
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if (!m_bOnGround)
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