fix: correctly restore entity bounding boxes when computing movement physics

This commit is contained in:
Tropical 2026-03-28 21:36:17 -05:00
parent eb7bb6e518
commit ad77a955c0

View file

@ -664,6 +664,8 @@ void Entity::move(double xa, double ya, double za,
double yaOrg = ya;
double zaOrg = za;
AABB bbOrg = bb;
bool isPlayerSneaking =
onGround && isSneaking() && instanceof(eTYPE_PLAYER);
@ -769,6 +771,9 @@ void Entity::move(double xa, double ya, double za,
ya = footSize;
za = zaOrg;
AABB normal = bb;
bb = bbOrg;
// 4J - added extra expand, as if we don't move up by footSize by
// hitting a block above us, then overall we could be trying to move as
// much as footSize downwards, so we'd better include cubes under our
@ -825,6 +830,7 @@ void Entity::move(double xa, double ya, double za,
xa = xaN;
ya = yaN;
za = zaN;
bb = normal;
}
}