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fix hippogryph land walking speed (1.19.2) #5094

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Jan 22, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -755,7 +755,6 @@ public boolean isDirectPathBetweenPoints(Vec3 vec1, Vec3 vec2) {
return movingobjectposition == null || movingobjectposition.getType() != HitResult.Type.BLOCK;
}

public final boolean IGNORE_PHYSICS_ON_SERVER = false;
@Override
public void travel(@NotNull Vec3 pTravelVector) {
if (!this.canMove() && !this.isVehicle()) {
Expand Down Expand Up @@ -820,28 +819,21 @@ public void travel(@NotNull Vec3 pTravelVector) {
}
} else if (rider instanceof Player) {
this.setDeltaMovement(Vec3.ZERO);
// Disable server side vehicle movement check, in case of console log spam
// Happens when stepping up blocks
// Might because client & server's onGround flag is out of sync
// I can't get it fixed, so it's disabled
this.noPhysics = IGNORE_PHYSICS_ON_SERVER;
}

this.calculateEntityAnimation(this, isFlying);
this.tryCheckInsideBlocks();
} else {
this.setNoGravity(false);
this.noPhysics = false;

this.setSpeed(0.02F);
flyingSpeed = getSpeed();
setSpeed((float) getAttributeValue(Attributes.MOVEMENT_SPEED));
flyingSpeed = 0.02f;

super.travel(pTravelVector);
}
} else {
// Return to defaults
this.setNoGravity(false);
this.noPhysics = false;
}
}

Expand Down