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Entity: make stepHeight accessable (#6702)
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@ -1187,12 +1187,14 @@ abstract class Entity{
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$moveBB->offset(0, 0, $dz);
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$moveBB->offset(0, 0, $dz);
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if($this->stepHeight > 0 && $fallingFlag && ($wantedX !== $dx || $wantedZ !== $dz)){
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$stepHeight = $this->getStepHeight();
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if($stepHeight > 0 && $fallingFlag && ($wantedX !== $dx || $wantedZ !== $dz)){
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$cx = $dx;
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$cx = $dx;
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$cy = $dy;
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$cy = $dy;
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$cz = $dz;
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$cz = $dz;
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$dx = $wantedX;
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$dx = $wantedX;
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$dy = $this->stepHeight;
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$dy = $stepHeight;
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$dz = $wantedZ;
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$dz = $wantedZ;
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$stepBB = clone $this->boundingBox;
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$stepBB = clone $this->boundingBox;
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@ -1262,6 +1264,14 @@ abstract class Entity{
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Timings::$entityMove->stopTiming();
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Timings::$entityMove->stopTiming();
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}
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}
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public function setStepHeight(float $stepHeight) : void{
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$this->stepHeight = $stepHeight;
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}
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public function getStepHeight() : float{
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return $this->stepHeight;
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}
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protected function checkGroundState(float $wantedX, float $wantedY, float $wantedZ, float $dx, float $dy, float $dz) : void{
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protected function checkGroundState(float $wantedX, float $wantedY, float $wantedZ, float $dx, float $dy, float $dz) : void{
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$this->isCollidedVertically = $wantedY !== $dy;
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$this->isCollidedVertically = $wantedY !== $dy;
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$this->isCollidedHorizontally = ($wantedX !== $dx || $wantedZ !== $dz);
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$this->isCollidedHorizontally = ($wantedX !== $dx || $wantedZ !== $dz);
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