Stop Wolf from following player when he is flying
Check to make sure player is not flying before allowing wolf to move to player. Fixed isFlying to IsFlying
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dc4ea39755
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@ -344,10 +344,12 @@ void cWolf::TickFollowPlayer()
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virtual bool Item(cPlayer * a_Player) override
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{
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OwnerPos = a_Player->GetPosition();
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OwnerFlying = a_Player->IsFlying();
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return true;
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}
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public:
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Vector3d OwnerPos;
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bool OwnerFlying;
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} Callback;
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if (m_World->DoWithPlayerByUUID(m_OwnerUUID, Callback))
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@ -356,9 +358,12 @@ void cWolf::TickFollowPlayer()
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double Distance = (Callback.OwnerPos - GetPosition()).Length();
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if (Distance > 20)
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{
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Callback.OwnerPos.y = FindFirstNonAirBlockPosition(Callback.OwnerPos.x, Callback.OwnerPos.z);
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TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
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SetTarget(nullptr);
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if (!Callback.OwnerFlying)
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{
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Callback.OwnerPos.y = FindFirstNonAirBlockPosition(Callback.OwnerPos.x, Callback.OwnerPos.z);
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TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
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SetTarget(nullptr);
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}
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}
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if (Distance < 2)
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{
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@ -371,7 +376,10 @@ void cWolf::TickFollowPlayer()
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{
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if (GetTarget() == nullptr)
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{
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MoveToPosition(Callback.OwnerPos);
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if (!Callback.OwnerFlying)
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{
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MoveToPosition(Callback.OwnerPos);
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}
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}
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}
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}
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