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Fixed fall handling when flying, closes #2709
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71d17c50d6
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@ -476,8 +476,11 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
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}
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public function setFlying(bool $value){
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$this->flying = $value;
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$this->sendSettings();
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if($this->flying !== $value){
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$this->flying = $value;
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$this->resetFallDistance();
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$this->sendSettings();
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}
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}
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public function isFlying() : bool{
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@ -1410,19 +1413,17 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
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$this->allowFlight = $this->isCreative();
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if($this->isSpectator()){
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$this->flying = true;
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$this->setFlying(true);
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$this->keepMovement = true;
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$this->despawnFromAll();
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}else{
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$this->keepMovement = $this->allowMovementCheats;
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if($this->isSurvival()){
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$this->flying = false;
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$this->setFlying(false);
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}
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$this->spawnToAll();
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}
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$this->resetFallDistance();
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$this->namedtag->setInt("playerGameType", $this->gamemode);
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if(!$client){ //Gamemode changed by server, do not send for client changes
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$this->sendGamemode();
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@ -1679,6 +1680,12 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
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$this->newPosition = null;
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}
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public function fall(float $fallDistance) : void{
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if(!$this->flying){
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parent::fall($fallDistance);
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}
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}
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public function jump() : void{
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(new PlayerJumpEvent($this))->call();
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parent::jump();
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@ -2942,8 +2949,9 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
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$ev->call();
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if($ev->isCancelled()){
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$this->sendSettings();
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}else{
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}else{ //don't use setFlying() here, to avoid feedback loops
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$this->flying = $ev->isFlying();
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$this->resetFallDistance();
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}
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$handled = true;
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