Update entity sizes
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@@ -33,7 +33,7 @@ static UInt32 GetNextUniqueID(void)
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////////////////////////////////////////////////////////////////////////////////
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// cEntity:
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cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, double a_Width, double a_Height):
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cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, float a_Width, float a_Height):
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m_UniqueID(GetNextUniqueID()),
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m_Health(1),
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m_MaxHealth(1),
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@@ -59,8 +59,6 @@ cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, double a_Width, doubl
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m_IsInLava(false),
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m_IsInWater(false),
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m_IsHeadInWater(false),
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m_Width(a_Width),
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m_Height(a_Height),
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m_AirLevel(MAX_AIR_LEVEL),
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m_AirTickTimer(DROWNING_TICKS),
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m_TicksAlive(0),
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@@ -71,6 +69,8 @@ cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, double a_Width, doubl
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m_Position(a_Pos),
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m_WaterSpeed(0, 0, 0),
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m_Mass (0.001), // Default 1g
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m_Width(a_Width),
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m_Height(a_Height),
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m_InvulnerableTicks(0)
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{
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m_WorldChangeInfo.m_NewWorld = nullptr;
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@@ -1098,7 +1098,7 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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NextPos = HitCoords;
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// Avoid movement in the direction of the blockface that has been hit and correct for collision box:
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double HalfWidth = GetWidth() / 2.0;
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const auto HalfWidth = GetWidth() / 2;
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switch (HitBlockFace)
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{
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case BLOCK_FACE_XM:
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@@ -1714,6 +1714,16 @@ void cEntity::SetIsTicking(bool a_IsTicking)
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void cEntity::SetSize(const float a_Width, const float a_Height)
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{
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m_Width = a_Width;
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m_Height = a_Height;
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}
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void cEntity::HandleAir(void)
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{
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// Ref.: https://minecraft.gamepedia.com/Chunk_format
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