Use IsBlockWater in cPath
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@ -327,7 +327,7 @@ void cPath::BuildPath()
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{
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// Waypoints are cylinders that start at some particular x, y, z and have infinite height.
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// Submerging water waypoints allows swimming mobs to be able to touch them.
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if (GetCell(CurrentCell->m_Location + Vector3i(0, -1, 0))->m_BlockType == E_BLOCK_STATIONARY_WATER)
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if (IsBlockWater(GetCell(CurrentCell->m_Location + Vector3i(0, -1, 0))->m_BlockType))
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{
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CurrentCell->m_Location.y -= 30;
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}
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