fix a bunch of compile issues

This commit is contained in:
Jake Potrebic
2024-12-14 20:15:49 -08:00
parent 7ac9b00916
commit 0262d9a165
19 changed files with 29 additions and 37 deletions

View File

@ -47,10 +47,10 @@
+ // copied the last function parameter (listed below)
+ Vec3 vec3d = traverseContext.getFrom().subtract(traverseContext.getTo());
+
+ return BlockHitResult.miss(traverseContext.getTo(), Direction.getApproximateNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
+ return BlockHitResult.miss(traverseContext.getTo(), Direction.getApproximateNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(traverseContext.getTo()));
+ }
+ // Paper end - Prevent raytrace from loading chunks
+ if (blockState.isAir() || (canCollide != null && this instanceof LevelAccessor levelAccessor && !canCollide.test(org.bukkit.craftbukkit.block.CraftBlock.at(levelAccessor, blockposition)))) return null; // Paper - Perf: optimise air cases & check canCollide predicate
+ if (blockState.isAir() || (canCollide != null && this instanceof LevelAccessor levelAccessor && !canCollide.test(org.bukkit.craftbukkit.block.CraftBlock.at(levelAccessor, traversePos)))) return null; // Paper - Perf: optimise air cases & check canCollide predicate
+ FluidState fluidState = blockState.getFluidState(); // Paper - Perf: don't need to go to world state again
Vec3 from = traverseContext.getFrom();
Vec3 to = traverseContext.getTo();