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-rw-r--r--src/Entities/Entity.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 33f5a6135..ba75f0443 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -1662,7 +1662,9 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
void cEntity::SetSwimState(cChunk & a_Chunk)
{
int RelY = FloorC(GetPosY() + 0.1);
- if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
+ int HeadRelY = CeilC(GetPosY() + GetHeight()) - 1;
+ ASSERT(RelY <= HeadRelY);
+ if ((RelY < 0) || (HeadRelY >= cChunkDef::Height))
{
m_IsSwimming = false;
m_IsSubmerged = false;
@@ -1688,8 +1690,7 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
m_IsSwimming = IsBlockWater(BlockIn);
// Check if the player is submerged:
- int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
- VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn));
+ VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, HeadRelY, RelZ, BlockIn));
m_IsSubmerged = IsBlockWater(BlockIn);
}