Closed Tarig0 closed 11 years ago
just took a look and I'll see if adding in @Override public boolean isLadder(World world, int x, int y, int z) { return if collided LB.isLadder }
almost @Eurymachus could you change it so that we reference the player position not the selection
@Override
public boolean isLadder(World world, int x, int y, int z)
{
TileEntityLittleChunk tile = (TileEntityLittleChunk) world
.getBlockTileEntity(x, y, z);
int content = tile.getBlockID(
xSelected,
ySelected,
zSelected);
int xx = (x << 3) + xSelected, yy = (y << 3) + ySelected, zz = (z << 3) + zSelected;
if (content > 0) {
return Block.blocksList[content].isLadder((World) tile.getLittleWorld(), xx, yy, zz);
}
return false;
}
7b9dea4be252c15192239cb8e357e8b5da8d6d64
Resolved in ff612c0c4643b4fc09f500cd7d9d270d0635781c
This issue becomes apparent with the gulliver mod but not limited to it. When the user pushes into the ladder block they will not climb as expected.
This is probably due to the little chunk block wrapping the climable surface of the ladder masking the climbable attribute of the hitbox. Best bet add an instance variable to the little blocks chunk block to allow for climbable surfaces, to be set when the player places a block that is climbable.