diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp index 4db93050e..18090587e 100644 --- a/src/Mobs/Path.cpp +++ b/src/Mobs/Path.cpp @@ -508,9 +508,9 @@ void cPath::FillCellAttributes(cPathCell & a_Cell) a_Cell.m_IsSpecial = true; a_Cell.m_IsSolid = true; // Specials are solids only from a certain direction. But their m_IsSolid is always true } - else if ((a_Cell.m_BlockType == E_BLOCK_AIR) && IsBlockFence(GetCell(Location + Vector3i(0, -1, 0))->m_BlockType)) + else if ((!cBlockInfo::IsSolid(a_Cell.m_BlockType)) && IsBlockFence(GetCell(Location + Vector3i(0, -1, 0))->m_BlockType)) { - // Air blocks with fences below them are consider Special Solids. That is, they sometimes behave as solids. + // Nonsolid blocks with fences below them are consider Special Solids. That is, they sometimes behave as solids. a_Cell.m_IsSpecial = true; a_Cell.m_IsSolid = true; } @@ -631,25 +631,29 @@ bool cPath::SpecialIsSolidFromThisDirection(BLOCKTYPE a_Type, NIBBLETYPE a_Meta, } - - switch (a_Type) + // If there is a nonsolid above a fence + if (!cBlockInfo::IsSolid(a_Type)) { - // Air is special only when above a fence - case E_BLOCK_AIR: - { - // Treat the air block as solid if the mob is going upward and trying to climb a fence + // If we're coming from below if (a_Direction.y > 0) { - return true; + return true; // treat the nonsolid as solid } else { - return false; + return false; // Treat it as a nonsolid because we are not coming from below } + } + + /* switch (a_Type) + { + case E_BLOCK_ETC: + { + Decide if solid from this direction and return either true or false. } // TODO Fill this with the other specials after physics is fixed - } + } */