Allows proper raytracing from actual player eye position rather than hardcoded eye heights.
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1 changed files with 9 additions and 0 deletions
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@ -55,6 +55,15 @@
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public boolean hasEffect(ItemStack par1ItemStack)
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{
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return par1ItemStack.isItemEnchanted();
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@@ -635,7 +646,7 @@
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float f1 = par2EntityPlayer.prevRotationPitch + (par2EntityPlayer.rotationPitch - par2EntityPlayer.prevRotationPitch) * f;
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float f2 = par2EntityPlayer.prevRotationYaw + (par2EntityPlayer.rotationYaw - par2EntityPlayer.prevRotationYaw) * f;
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double d0 = par2EntityPlayer.prevPosX + (par2EntityPlayer.posX - par2EntityPlayer.prevPosX) * (double)f;
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- double d1 = par2EntityPlayer.prevPosY + (par2EntityPlayer.posY - par2EntityPlayer.prevPosY) * (double)f + 1.62D - (double)par2EntityPlayer.yOffset;
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+ double d1 = par2EntityPlayer.prevPosY + (par2EntityPlayer.posY - par2EntityPlayer.prevPosY) * (double)f + (double)(par1World.isRemote ? par2EntityPlayer.getEyeHeight() - par2EntityPlayer.getDefaultEyeHeight() : par2EntityPlayer.getEyeHeight()); // isRemote check to revert changes to ray trace position due to adding the eye height clientside and player yOffset differences
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double d2 = par2EntityPlayer.prevPosZ + (par2EntityPlayer.posZ - par2EntityPlayer.prevPosZ) * (double)f;
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Vec3 vec3 = par1World.getWorldVec3Pool().getVecFromPool(d0, d1, d2);
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float f3 = MathHelper.cos(-f2 * 0.017453292F - (float)Math.PI);
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@@ -645,6 +656,10 @@
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float f7 = f4 * f5;
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float f8 = f3 * f5;
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