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@ -239,7 +239,9 @@ public class MovementPillar extends Movement {
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Block fr = frState.getBlock();
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// TODO: Evaluate usage of getMaterial().isReplaceable()
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if (!(fr instanceof BlockAir || frState.getMaterial().isReplaceable())) {
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RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance()).map(rot -> new MovementState.MovementTarget(rot, true)).ifPresent(state::setTarget);
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RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance())
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.map(rot -> new MovementState.MovementTarget(rot, true))
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.ifPresent(state::setTarget);
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state.setInput(Input.JUMP, false); // breaking is like 5x slower when you're jumping
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state.setInput(Input.CLICK_LEFT, true);
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blockIsThere = false;
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