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-rw-r--r--src/Entities/EnderCrystal.cpp2
-rw-r--r--src/Entities/Entity.cpp4
-rw-r--r--src/Entities/Pawn.cpp4
-rw-r--r--src/Entities/Player.cpp4
4 files changed, 7 insertions, 7 deletions
diff --git a/src/Entities/EnderCrystal.cpp b/src/Entities/EnderCrystal.cpp
index 07fd56dad..c356caa70 100644
--- a/src/Entities/EnderCrystal.cpp
+++ b/src/Entities/EnderCrystal.cpp
@@ -95,7 +95,7 @@ void cEnderCrystal::KilledBy(TakeDamageInfo & a_TDI)
m_World->DoExplosionAt(6.0, GetPosX(), GetPosY() + GetHeight() / 2, GetPosZ(), true, esEnderCrystal, this);
const auto Position = GetPosition().Floor();
- if (cChunkDef::IsValidHeight(Position.y))
+ if (cChunkDef::IsValidHeight(Position))
{
m_World->SetBlock(Position, E_BLOCK_FIRE, 0);
}
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 8788a8ce5..0718da06c 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -1131,7 +1131,7 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
// Get water direction
- Vector3f WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
+ Vector3f WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection({BlockX, BlockY, BlockZ});
m_WaterSpeed *= 0.9; // Reduce speed each tick
@@ -1433,7 +1433,7 @@ bool cEntity::DetectPortal()
return false;
}
- if (const auto Position = m_Position.Floor(); cChunkDef::IsValidHeight(Position.y))
+ if (const auto Position = m_Position.Floor(); cChunkDef::IsValidHeight(Position))
{
switch (GetWorld()->GetBlock(Position))
{
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp
index 361450349..990ea8096 100644
--- a/src/Entities/Pawn.cpp
+++ b/src/Entities/Pawn.cpp
@@ -320,7 +320,7 @@ void cPawn::HandleFalling(void)
With this in mind, we first check the block at the player's feet, then the one below that (because fences),
and decide which behaviour we want to go with.
*/
- BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POSY_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast<BLOCKTYPE>(E_BLOCK_AIR);
+ BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POS_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast<BLOCKTYPE>(E_BLOCK_AIR);
/* We initialize these with what the foot is really IN, because for sampling we will move down with the epsilon above */
bool IsFootInWater = IsBlockWater(BlockAtFoot);
@@ -364,7 +364,7 @@ void cPawn::HandleFalling(void)
{
Vector3i BlockTestPosition = CrossTestPosition.Floor() + BlockSampleOffsets[j];
- if (!cChunkDef::IsValidHeight(BlockTestPosition.y))
+ if (!cChunkDef::IsValidHeight(BlockTestPosition))
{
continue;
}
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 376f431eb..04a7f9be0 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -2192,7 +2192,7 @@ bool cPlayer::IsClimbing(void) const
{
const auto Position = GetPosition().Floor();
- if (!cChunkDef::IsValidHeight(Position.y))
+ if (!cChunkDef::IsValidHeight(Position))
{
return false;
}
@@ -2579,7 +2579,7 @@ bool cPlayer::IsInsideWater()
{
const auto EyePos = GetEyePosition().Floor();
- if (!cChunkDef::IsValidHeight(EyePos.y))
+ if (!cChunkDef::IsValidHeight(EyePos))
{
// Not in water if in void.
return false;