From fb56a317661b24a50ca5735e28b1691180572de4 Mon Sep 17 00:00:00 2001 From: MWHunter Date: Sat, 28 Oct 2023 21:24:02 -0500 Subject: [PATCH] Don't force resync when jumping after setback inside of water or lava --- .../ac/grim/grimac/predictionengine/MovementCheckRunner.java | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/java/ac/grim/grimac/predictionengine/MovementCheckRunner.java b/src/main/java/ac/grim/grimac/predictionengine/MovementCheckRunner.java index 5e26395ff0..dac4be35de 100644 --- a/src/main/java/ac/grim/grimac/predictionengine/MovementCheckRunner.java +++ b/src/main/java/ac/grim/grimac/predictionengine/MovementCheckRunner.java @@ -533,7 +533,9 @@ private void check(PositionUpdate update) { // A player must have velocity going INTO the ground to be able to jump // Otherwise they could ignore upwards velocity that isn't useful into more useful upwards velocity (towering) // So if they are supposed to be going upwards, or are supposed to be off the ground, resync - if (player.predictedVelocity.isJump() && ((setbackVel != null && setbackVel.getY() >= 0) || !Collisions.slowCouldPointThreeHitGround(player, player.lastX, player.lastY, player.lastZ))) { + if (player.predictedVelocity.isJump() + && !player.wasTouchingLava && !player.wasTouchingWater + && ((setbackVel != null && setbackVel.getY() >= 0) || !Collisions.slowCouldPointThreeHitGround(player, player.lastX, player.lastY, player.lastZ))) { player.getSetbackTeleportUtil().executeForceResync(); } // Player ignored the knockback or is delaying it a tick... bad!