Translations:Sneaking/17/zh: Difference between revisions

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(Created page with "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;")
 
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}
}
//(从初始位置开始)检查 Z 轴方向上玩家下方最远处的地面
//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())
while(dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(0,-1,dZ)).isEmpty())
{
{

Latest revision as of 07:36, 25 June 2022

Message definition (Sneaking)
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;

dX_intended = dX;

       }
               
       //(从初始位置开始)检查 Z 轴方向上玩家下方最远处的地面
       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;