Translations:Sneaking/17/en

dX_intended = dX; }       //check for furthest ground under player in the Z axis (from initial position) while(dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(0,-1,dZ)).isEmpty) {           if (dZ < increment && dZ >= -increment) dZ = 0.0D; else if (dZ > 0.0D) dZ -= increment; else dZ += increment;