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https://github.com/Creators-of-Create/Create.git
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Finally bearable
- Entities can now jump on Mechanical Belts - Entities on belts no longer get force-centered while actively moving or strafing
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parent
761fa2c1e9
commit
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@ -95,9 +95,8 @@ public class BeltMovementHandler {
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// Lock entities in place
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boolean isPlayer = entityIn instanceof PlayerEntity;
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if (entityIn instanceof LivingEntity && !isPlayer) {
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if (entityIn instanceof LivingEntity && !isPlayer)
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((LivingEntity) entityIn).addPotionEffect(new EffectInstance(Effects.SLOWNESS, 10, 1, false, false));
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}
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final Direction beltFacing = blockState.get(BlockStateProperties.HORIZONTAL_FACING);
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final BeltSlope slope = blockState.get(BeltBlock.SLOPE);
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@ -138,12 +137,14 @@ public class BeltMovementHandler {
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movement = movement.add(0, -Math.abs(axis.getCoordinate(movement.x, movement.y, movement.z)), 0);
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Vector3d centering = Vector3d.of(centeringDirection).scale(diffCenter * Math.min(Math.abs(movementSpeed), .1f) * 4);
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float step = entityIn.stepHeight;
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if (!isPlayer) {
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if (!(entityIn instanceof LivingEntity)
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|| ((LivingEntity) entityIn).moveForward == 0 && ((LivingEntity) entityIn).moveStrafing == 0)
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movement = movement.add(centering);
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float step = entityIn.stepHeight;
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if (!isPlayer)
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entityIn.stepHeight = 1;
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}
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// Entity Collisions
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if (Math.abs(movementSpeed) < .5f) {
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@ -175,6 +176,8 @@ public class BeltMovementHandler {
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} else {
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entityIn.move(SELF, movement);
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}
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entityIn.onGround = true;
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if (!isPlayer)
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entityIn.stepHeight = step;
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@ -189,6 +192,7 @@ public class BeltMovementHandler {
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entityIn.setMotion(movement);
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entityIn.velocityChanged = true;
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}
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}
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public static boolean shouldIgnoreBlocking(Entity me, Entity other) {
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