Fixes some old bugs and renames rotX to yaw
Fixes the direction of minecarts sent through a portal. This prevent the minecarts to go back through the portal and causing a lot of confusion
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@ -70,13 +70,13 @@ public class BlockLocation extends Location {
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* @param x <p>The x position relative to this block's position</p>
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* @param y <p>The y position relative to this block's position</p>
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* @param z <p>The z position relative to this block's position</p>
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* @param rotX <p>The x rotation of the location</p>
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* @param yaw <p>The yaw of the location</p>
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* @param rotY <p>The y rotation of the location</p>
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* @return <p>A new location</p>
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*/
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public Location makeRelativeLoc(double x, double y, double z, float rotX, float rotY) {
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public Location makeRelativeLoc(double x, double y, double z, float yaw, float rotY) {
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Location newLocation = this.clone();
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newLocation.setYaw(rotX);
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newLocation.setYaw(yaw);
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newLocation.setPitch(rotY);
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return newLocation.add(x, y, z);
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}
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@ -105,15 +105,15 @@ public class BlockLocation extends Location {
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* @param right <p></p>
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* @param depth <p>The y position relative to the current position</p>
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* @param distance <p>The distance away from the previous location to the new location</p>
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* @param rotX <p>The yaw of the location</p>
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* @param yaw <p>The yaw of the location</p>
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* @param rotY <p>Unused</p>
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* @param modX <p>x modifier. Defines movement along the x-axis. 0 for no movement</p>
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* @param modY <p>Unused</p>
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* @param modZ <p>z modifier. Defines movement along the z-axis. 0 for no movement</p>
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* @return A new location relative to this block location
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*/
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public Location modRelativeLoc(double right, double depth, double distance, float rotX, float rotY, int modX, int modY, int modZ) {
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return makeRelativeLoc(0.5 + -right * modX + distance * modZ, depth, 0.5 + -right * modZ + -distance * modX, rotX, 0);
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public Location modRelativeLoc(double right, double depth, double distance, float yaw, float rotY, int modX, int modY, int modZ) {
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return makeRelativeLoc(0.5 + -right * modX + distance * modZ, depth, 0.5 + -right * modZ + -distance * modX, yaw, 0);
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}
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/**
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