More diff/changed variable name cleanup
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@@ -808,7 +808,7 @@
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d3 = d - this.player.getX();
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d4 = d1 - this.player.getY();
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if (d4 > -0.5 || d4 < 0.5) {
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@@ -970,20 +_,104 @@
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@@ -970,20 +_,101 @@
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d5 = d2 - this.player.getZ();
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d7 = d3 * d3 + d4 * d4 + d5 * d5;
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@@ -847,11 +847,8 @@
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+ teleportBack = false;
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+ }
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+ }
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+ if (teleportBack) {
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+ if (!teleportBack) {
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+ // Paper end - Add fail move event
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+ this.internalTeleport(x, y, z, f, f1); // CraftBukkit - SPIGOT-1807: Don't call teleport event, when the client thinks the player is falling, because the chunks are not loaded on the client yet.
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+ this.player.doCheckFallDamage(this.player.getX() - x, this.player.getY() - y, this.player.getZ() - z, packet.isOnGround());
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+ } else {
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+ // CraftBukkit start - fire PlayerMoveEvent
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+ // Reset to old location first
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+ this.player.absMoveTo(prevX, prevY, prevZ, prevYaw, prevPitch);
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@@ -922,16 +919,15 @@
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this.player.absMoveTo(d, d1, d2, f, f1);
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boolean isAutoSpinAttack = this.player.isAutoSpinAttack();
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this.clientIsFloating = d4 >= -0.03125
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@@ -1018,9 +_,6 @@
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this.lastGoodX = this.player.getX();
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@@ -1019,7 +_,7 @@
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this.lastGoodY = this.player.getY();
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this.lastGoodZ = this.player.getZ();
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- } else {
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} else {
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- this.teleport(x, y, z, f, f1);
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- this.player.doCheckFallDamage(this.player.getX() - x, this.player.getY() - y, this.player.getZ() - z, packet.isOnGround());
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+ this.internalTeleport(x, y, z, f, f1); // CraftBukkit - SPIGOT-1807: Don't call teleport event, when the client thinks the player is falling, because the chunks are not loaded on the client yet.
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this.player.doCheckFallDamage(this.player.getX() - x, this.player.getY() - y, this.player.getZ() - z, packet.isOnGround());
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}
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}
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}
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@@ -1053,6 +_,7 @@
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this.player.getXRot()
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);
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