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Work around there being a void floor in Bedrock (#1405)
* Work around there being a void floor in Bedrock If the player's Y coordinate is -38 or below, we teleport the player below the void floor and they can safely die. :) * Don't teleport if below Y -40 * sigh * Have floorY be its own variable * Add more comment * More comments * Finish my thought
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@ -100,11 +100,31 @@ public class BedrockMovePlayerTranslator extends PacketTranslator<MovePlayerPack
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movePacket = new ClientPlayerPositionPacket(packet.isOnGround(), position.getX(), position.getY(), position.getZ());
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}
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// Compare positions here for void floor fix below before the player's position variable is set to the packet position
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boolean notMovingUp = entity.getPosition().getY() >= packet.getPosition().getY();
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entity.setPosition(packet.getPosition(), false);
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entity.setOnGround(packet.isOnGround());
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// Send final movement changes
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session.sendDownstreamPacket(movePacket);
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if (notMovingUp) {
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int floorY = position.getFloorY();
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if (floorY <= -38 && floorY >= -40) {
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// Work around there being a floor at Y -40 and teleport the player below it
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// Moving from below Y -40 to above the void floor works fine
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//TODO: This will need to be changed for 1.17
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entity.setPosition(entity.getPosition().sub(0, 4f, 0));
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MovePlayerPacket movePlayerPacket = new MovePlayerPacket();
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movePlayerPacket.setRuntimeEntityId(entity.getGeyserId());
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movePlayerPacket.setPosition(entity.getPosition());
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movePlayerPacket.setRotation(entity.getBedrockRotation());
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movePlayerPacket.setMode(MovePlayerPacket.Mode.TELEPORT);
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movePlayerPacket.setTeleportationCause(MovePlayerPacket.TeleportationCause.BEHAVIOR);
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session.sendUpstreamPacket(movePlayerPacket);
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}
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}
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} else {
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// Not a valid move
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session.getConnector().getLogger().debug("Recalculating position...");
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