AntiCheatBase/src/main/java/utils/world/types/SimpleCollisionBox.java
/**
     * if instance and the argument bounding boxes overlap in the Y and X dimensions, calculate the offset between them
     * in the Z dimension.  return var2 if the bounding boxes do not overlap or if var2 is closer to 0 then the
     * calculated offset.  Otherwise return the calculated offset.
     */
if instance and the argument bounding boxes overlap in the Y and X dimensions, calculate the offset between them
in the Z dimension.  return var2 if the bounding boxes do not overlap or if var2 is closer to 0 then the
calculated offset.  Otherwise return the calculated offset.
if instance and the argument bounding boxes overlap in the Y and X dimensions calculate the offset between them in the Z dimension . return var2 if the bounding boxes do not overlap or if var2 is closer to 0 then the calculated offset . Otherwise return the calculated offset .
public double calculateZOffset(SimpleCollisionBox other, double offsetZ) {
        if (other.xMax > this.xMin && other.xMin < this.xMax && other.yMax > this.yMin && other.yMin < this.yMax) {
            if (offsetZ > 0.0D && other.zMax <= this.zMin) {
                double d1 = this.zMin - other.zMax;
                if (d1 < offsetZ) {
                    offsetZ = d1;
                }
            } else if (offsetZ < 0.0D && other.zMin >= this.zMax) {
                double d0 = this.zMax - other.zMin;
                if (d0 > offsetZ) {
                    offsetZ = d0;
                }
            }
            return offsetZ;
        } else {
            return offsetZ;
        }
    }
public double calculateZOffset ( SimpleCollisionBox other , double offsetZ ) { if ( other . xMax > this . xMin && other . xMin < this . xMax && other . yMax > this . yMin && other . yMin < this . yMax ) { if ( offsetZ > 0.0D && other . zMax <= this . zMin ) { double d1 = this . zMin - other . zMax ; if ( d1 < offsetZ ) { offsetZ = d1 ; } } else if ( offsetZ < 0.0D && other . zMin >= this . zMax ) { double d0 = this . zMax - other . zMin ; if ( d0 > offsetZ ) { offsetZ = d0 ; } } return offsetZ ; } else { return offsetZ ; } }
if instance and the argument bounding boxes overlap in the Y and X dimensions, calculate the offset between them
 in the Z dimension.
if instance and the argument bounding boxes overlap in the Y and X dimensions calculate the offset between them in the Z dimension .