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 轴方向上玩家下方地面的最远处 |
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//check for furthest ground under player in the Z axis (from initial position) |
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while(dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(0,-1,dZ)).isEmpty()) |
while(dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(0,-1,dZ)).isEmpty()) |
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{ |
{ |
Revision as of 07:33, 25 June 2022
dX_intended = dX;
} //(从初始位置开始)检查 Z 轴方向上玩家下方地面的最远处 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;