tentative fix to descend, needs testing
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e767e34b92
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@ -202,7 +202,8 @@ public class MovementDescend extends Movement {
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}
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BlockPos playerFeet = ctx.playerFeet();
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if (playerFeet.equals(dest) && (MovementHelper.isLiquid(ctx, dest) || ctx.player().posY - playerFeet.getY() < 0.094)) { // lilypads
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BlockPos fakeDest = new BlockPos(dest.getX() * 2 - src.getX(), dest.getY(), dest.getZ() * 2 - src.getZ());
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if ((playerFeet.equals(dest) || playerFeet.equals(fakeDest)) && (MovementHelper.isLiquid(ctx, dest) || ctx.player().posY - dest.getY() < 0.5)) { // lilypads
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// Wait until we're actually on the ground before saying we're done because sometimes we continue to fall if the next action starts immediately
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return state.setStatus(MovementStatus.SUCCESS);
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/* else {
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@ -228,12 +229,8 @@ public class MovementDescend extends Movement {
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double z = ctx.player().posZ - (src.getZ() + 0.5);
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double fromStart = Math.sqrt(x * x + z * z);
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if (!playerFeet.equals(dest) || ab > 0.25) {
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BlockPos fakeDest = new BlockPos(dest.getX() * 2 - src.getX(), dest.getY(), dest.getZ() * 2 - src.getZ());
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if (numTicks++ < 20) {
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if (numTicks++ < 20 && fromStart < 1.25) {
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MovementHelper.moveTowards(ctx, state, fakeDest);
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if (fromStart > 1.25) {
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state.getTarget().rotation = new Rotation(state.getTarget().rotation.getYaw() + 180F, state.getTarget().rotation.getPitch());
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}
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} else {
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MovementHelper.moveTowards(ctx, state, dest);
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}
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