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Revert: Don't use NaN! Seriously, it's a bad idea. Crashes everyplace.
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2 changed files with 5 additions and 5 deletions
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@ -12,6 +12,6 @@ public interface IGravity {
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float getGravitationConstant();
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default void clearGraviationConstant() {
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setGraviationConstant(Float.NaN);
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setGraviationConstant(0);
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}
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}
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@ -33,7 +33,7 @@ class PlayerGravityDelegate implements IUpdatable, IGravity, InbtSerialisable, I
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public boolean isFlying = false;
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private float gravity = Float.NaN;
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private float gravity = 0;
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public PlayerGravityDelegate(IPlayer player) {
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this.player = player;
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@ -122,7 +122,7 @@ class PlayerGravityDelegate implements IUpdatable, IGravity, InbtSerialisable, I
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isFlying = entity.capabilities.isFlying && !entity.capabilities.isCreativeMode;
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if (!entity.capabilities.isFlying || !entity.capabilities.isCreativeMode) {
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if (gravity != Float.NaN) {
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if (gravity != 0) {
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entity.motionY += 0.08;
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entity.motionY -= gravity;
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@ -306,7 +306,7 @@ class PlayerGravityDelegate implements IUpdatable, IGravity, InbtSerialisable, I
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compound.setFloat("flightExperience", flightExperience);
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compound.setBoolean("isFlying", isFlying);
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if (gravity != Float.NaN) {
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if (gravity != 0) {
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compound.setFloat("gravity", gravity);
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}
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}
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@ -320,7 +320,7 @@ class PlayerGravityDelegate implements IUpdatable, IGravity, InbtSerialisable, I
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if (compound.hasKey("gravity")) {
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gravity = compound.getFloat("gravity");
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} else {
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gravity = Float.NaN;
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gravity = 0;
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}
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}
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