Fix silly 0x integer wraparound trolle
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@@ -84,6 +84,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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private boolean completePath;
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private boolean recalculating;
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private int playerNear;
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private int maxPlayerNear;
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public PathManager() {
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// lol imagine initializing fields normally
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@@ -92,6 +93,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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public void tick() {
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// Recalculate closest path node
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final int prevMax = this.maxPlayerNear;
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this.playerNear = this.calculateNear(this.playerNear);
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// Obstacles are more important than an incomplete path, handle those first.
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@@ -446,9 +448,10 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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private void tickUseFireworks(final Vec3d start, final boolean firework, final BetterBlockPos goingTo, final boolean forceUseFirework) {
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final long now = System.nanoTime();
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final long timeSinceLastSetback = now - this.lastSetBack;
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if (timeSinceLastSetback < Baritone.settings().elytraFireworkSetbackUseDelay.value * TICK_IN_NANOS) {
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logDebug("waiting for elytraFireworkSetbackUseDelay: " + (timeSinceLastSetback / TICK_IN_NANOS));
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final long waitUntil = this.lastSetBack + Baritone.settings().elytraFireworkSetbackUseDelay.value * TICK_IN_NANOS;
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final long remaining = waitUntil - now;
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if (remaining < 0) {
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logDebug("waiting for elytraFireworkSetbackUseDelay: " + (remaining / TICK_IN_NANOS));
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return;
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}
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final boolean useOnDescend = !Baritone.settings().conserveFireworks.value || ctx.player().posY < goingTo.y + 5;
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