diff --git a/src/main/java/baritone/pathing/movement/movements/MovementTraverse.java b/src/main/java/baritone/pathing/movement/movements/MovementTraverse.java index f9ae54770..012b186d6 100644 --- a/src/main/java/baritone/pathing/movement/movements/MovementTraverse.java +++ b/src/main/java/baritone/pathing/movement/movements/MovementTraverse.java @@ -283,7 +283,6 @@ public class MovementTraverse extends Movement { } } MovementHelper.moveTowards(ctx, state, against); -// MovementHelper.moveBackwards(ctx, state, against); return state; } else { wasTheBridgeBlockAlwaysThere = false; @@ -316,7 +315,6 @@ public class MovementTraverse extends Movement { // but only if our attempted place is straight ahead return state.setInput(Input.MOVE_FORWARD, true); } -// return state.setInput(Input.MOVE_BACK, true); } else if (ctx.playerRotations().isReallyCloseTo(state.getTarget().rotation)) { // well i guess theres something in the way return state.setInput(Input.CLICK_LEFT, true); @@ -354,8 +352,6 @@ public class MovementTraverse extends Movement { } return state; } -// MovementHelper.moveTowards(ctx, state, positionsToBreak[0]); -// MovementHelper.moveTowardsBlock(ctx, state, positionsToBreak[0]); MovementHelper.alignBridge(ctx, state, dest); return state; // TODO MovementManager.moveTowardsBlock(to); // move towards not look at because if we are bridging for a couple blocks in a row, it is faster if we dont spin around and walk forwards then spin around and place backwards for every block