04-11-2013, 12:05 AM
Yeah, i think you might be right. The client seems to have hardcoded the gravity calculations for the player, but it will accept any position/speed regarding entities. I am going to test and see what is the behavior in the client.
Actually, I haven't touch the entity tick function yet directly, so feel free to go ahead and add the cChunk parameter It will be great because the handlePhysics function can use it to access blocks directly since right now it is using GetBlock on each tick
Actually, I haven't touch the entity tick function yet directly, so feel free to go ahead and add the cChunk parameter It will be great because the handlePhysics function can use it to access blocks directly since right now it is using GetBlock on each tick