chore: Update EaglercraftVersion to 0.3.1 and reset motionX and motionZ if they are NaN or infinite
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@ -9,7 +9,7 @@ public class EaglercraftVersion {
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/// Customize these to fit your fork:
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/// Customize these to fit your fork:
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public static final String projectForkName = "Eaglercraft Lambda";
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public static final String projectForkName = "Eaglercraft Lambda";
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public static final String projectForkVersion = "0.3.0";
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public static final String projectForkVersion = "0.3.1";
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public static final String projectForkVendor = "hoosiertransfer";
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public static final String projectForkVendor = "hoosiertransfer";
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public static final String projectForkURL = "https://gitlab.com/lax1dude/eaglercraftx-1.8";
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public static final String projectForkURL = "https://gitlab.com/lax1dude/eaglercraftx-1.8";
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@ -1435,8 +1435,8 @@ public abstract class EntityLivingBase extends Entity {
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if (rotation < 0.0F) {
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if (rotation < 0.0F) {
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double d9 = d8 * (double) (-MathHelper.sin(rotation)) * 0.04D;
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double d9 = d8 * (double) (-MathHelper.sin(rotation)) * 0.04D;
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this.motionY += d9 * 3.2D;
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this.motionY += d9 * 3.2D;
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this.motionX -= vec3d.xCoord * d9 / d6;
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this.motionX -= vec3d.xCoord * d9 / (d6);
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this.motionZ -= vec3d.zCoord * d9 / d6;
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this.motionZ -= vec3d.zCoord * d9 / (d6);
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}
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}
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if (d6 > 0.0D) {
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if (d6 > 0.0D) {
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@ -1447,6 +1447,17 @@ public abstract class EntityLivingBase extends Entity {
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this.motionX *= 0.9900000095367432D;
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this.motionX *= 0.9900000095367432D;
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this.motionY *= 0.9800000190734863D;
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this.motionY *= 0.9800000190734863D;
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this.motionZ *= 0.9900000095367432D;
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this.motionZ *= 0.9900000095367432D;
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// if motion is nan or infinite, reset it
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if (Double.isNaN(this.motionX) || Double.isInfinite(this.motionX)) {
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this.motionX = 0.0D;
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}
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if (Double.isNaN(this.motionZ) || Double.isInfinite(this.motionZ)) {
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this.motionZ = 0.0D;
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}
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this.motionX = MathHelper.clamp_double(this.motionX, -4.0D, 4.0D);
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this.motionZ = MathHelper.clamp_double(this.motionZ, -4.0D, 4.0D);
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this.moveEntity(this.motionX, this.motionY, this.motionZ);
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this.moveEntity(this.motionX, this.motionY, this.motionZ);
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if (this.isCollidedHorizontally && !this.worldObj.isRemote) {
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if (this.isCollidedHorizontally && !this.worldObj.isRemote) {
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