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Fix "moved too quickly" detection.
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@@ -353,17 +353,16 @@ public class NetServerHandler extends NetHandler {
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d4 = d1 - this.player.locX;
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double d6 = d2 - this.player.locY;
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double d7 = d3 - this.player.locZ;
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double d8 = Math.min(Math.abs(d4), Math.abs(this.player.motX));
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double d9 = Math.min(Math.abs(d6), Math.abs(this.player.motY));
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double d10 = Math.min(Math.abs(d7), Math.abs(this.player.motZ));
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// CraftBukkit start - min to max
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double d8 = Math.max(Math.abs(d4), Math.abs(this.player.motX));
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double d9 = Math.max(Math.abs(d6), Math.abs(this.player.motY));
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double d10 = Math.max(Math.abs(d7), Math.abs(this.player.motZ));
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// CraftBukkit end
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double d11 = d8 * d8 + d9 * d9 + d10 * d10;
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if (d11 > 100.0D && this.checkMovement && (!this.minecraftServer.H() || !this.minecraftServer.G().equals(this.player.name))) { // CraftBukkit - Added this.checkMovement condition to solve this check being triggered by teleports
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logger.warning(this.player.name + " moved too quickly! " + d4 + "," + d6 + "," + d7 + " (" + d8 + ", " + d9 + ", " + d10 + ")");
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// CraftBukkit start - temporarily switch back to kicking
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// this.a(this.y, this.z, this.q, this.player.yaw, this.player.pitch);
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this.disconnect("You moved too quickly :( (Hacking?)");
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// CraftBukkit end
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this.a(this.y, this.z, this.q, this.player.yaw, this.player.pitch);
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return;
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}
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@@ -965,7 +964,7 @@ public class NetServerHandler extends NetHandler {
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this.player.setSprinting(false);
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} else if (packet19entityaction.animation == 3) {
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this.player.a(false, true, true);
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this.checkMovement = false;
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// this.checkMovement = false; // CraftBukkit - this is handled in teleport
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}
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}
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