fix client bullet physics
This commit is contained in:
parent
d566db0fc5
commit
2281e55a09
1 changed files with 1 additions and 1 deletions
|
@ -285,7 +285,7 @@ public class EntityBullet extends Entity implements IProjectile, IObjectData
|
||||||
// this.ticksInAir = 0;
|
// this.ticksInAir = 0;
|
||||||
// }
|
// }
|
||||||
}
|
}
|
||||||
else
|
else if(!this.worldObj.client)
|
||||||
{
|
{
|
||||||
State state = movingobjectposition.block != null ? this.worldObj.getState(movingobjectposition.block) : null;
|
State state = movingobjectposition.block != null ? this.worldObj.getState(movingobjectposition.block) : null;
|
||||||
if(state == null || state.getBlock().onShot(this.worldObj, movingobjectposition.block, state, this)) {
|
if(state == null || state.getBlock().onShot(this.worldObj, movingobjectposition.block, state, this)) {
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue