Fix MovementFall from forcing rotations when unnecessary
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@ -103,7 +103,7 @@ public class MovementFall extends Movement {
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state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true)
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state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true)
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.setTarget(new MovementTarget(targetRotation.get(), true));
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.setTarget(new MovementTarget(targetRotation.get(), true));
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} else {
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} else {
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state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest)), true));
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state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest)), false));
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}
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}
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.094 // lilypads
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.094 // lilypads
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|| BlockStateInterface.isWater(dest))) {
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|| BlockStateInterface.isWater(dest))) {
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