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Vecv = velocity.normalize().mul(0.01f); // required so the entity is lit (just outside the block)
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// if the value is zero, it will be unlit. If the value is more than 0.01, there will be noticeable pitch change visually
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position = newPos(hitPos.x()-v.x(), hitPos.y()-v.y(), hitPos.z()-v.z(), posBefore.yaw(), posBefore.pitch());
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MinecraftServer.getSchedulerManager().scheduleNextTick(this::synchronizePosition); // required as in rare situations there will be a slight disagreement with the client and server on if it hit or not | also scheduling next tick so it doesn't jump to the hit position until it has actually hit
// if the value is zero, it will be unlit. If the value is more than 0.01, there will be noticeable pitch change visually
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position = newPos(hitPos.x()-v.x(), hitPos.y()-v.y(), hitPos.z()-v.z(), posBefore.yaw(), posBefore.pitch());
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MinecraftServer.getSchedulerManager().scheduleNextTick(this::synchronizePosition); // required as in rare situations there will be a slight disagreement with the client and server on if it hit or not | also scheduling next tick so it doesn't jump to the hit position until it has actually hit
// if the value is zero, it will be unlit. If the value is more than 0.01, there will be noticeable pitch change visually
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position = newPos(hitPos.x(), hitPos.y(), hitPos.z(), posBefore.yaw(), posBefore.pitch());
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MinecraftServer.getSchedulerManager().scheduleNextTick(this::synchronizePosition); // required as in rare situations there will be a slight disagreement with the client and server on if it hit or not | also scheduling next tick so it doesn't jump to the hit position until it has actually hit
// if the value is zero, it will be unlit. If the value is more than 0.01, there will be noticeable pitch change visually
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position = newPos(hitPos.x(), hitPos.y(), hitPos.z(), posBefore.yaw(), posBefore.pitch());
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MinecraftServer.getSchedulerManager().scheduleNextTick(this::synchronizePosition); // required as in rare situations there will be a slight disagreement with the client and server on if it hit or not | also scheduling next tick so it doesn't jump to the hit position until it has actually hit
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