From 77ca36c7947541faef6e1519823c4b06c913bc88 Mon Sep 17 00:00:00 2001 From: Brady Date: Sun, 11 Jun 2023 15:49:04 -0500 Subject: [PATCH] Use `playerRotations` in `reachableOffset` --- src/api/java/baritone/api/utils/RotationUtils.java | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/api/java/baritone/api/utils/RotationUtils.java b/src/api/java/baritone/api/utils/RotationUtils.java index 7b30f4abb..0d5a3ad1f 100644 --- a/src/api/java/baritone/api/utils/RotationUtils.java +++ b/src/api/java/baritone/api/utils/RotationUtils.java @@ -216,10 +216,10 @@ public final class RotationUtils { * @param blockReachDistance The block reach distance of the entity * @return The optional rotation */ - public static Optional reachableOffset(Entity entity, BlockPos pos, Vec3d offsetPos, double blockReachDistance, boolean wouldSneak) { + public static Optional reachableOffset(EntityPlayerSP entity, BlockPos pos, Vec3d offsetPos, double blockReachDistance, boolean wouldSneak) { + IPlayerContext ctx = BaritoneAPI.getProvider().getBaritoneForPlayer(entity).getPlayerContext(); Vec3d eyes = wouldSneak ? RayTraceUtils.inferSneakingEyePosition(entity) : entity.getPositionEyes(1.0F); - // TODO: pr/feature/blockFreeLook - Use playerRotations() here? - Rotation rotation = calcRotationFromVec3d(eyes, offsetPos, new Rotation(entity.rotationYaw, entity.rotationPitch)); + Rotation rotation = calcRotationFromVec3d(eyes, offsetPos, ctx.playerRotations()); RayTraceResult result = RayTraceUtils.rayTraceTowards(entity, rotation, blockReachDistance, wouldSneak); //System.out.println(result); if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) { @@ -242,7 +242,7 @@ public final class RotationUtils { * @param blockReachDistance The block reach distance of the entity * @return The optional rotation */ - public static Optional reachableCenter(Entity entity, BlockPos pos, double blockReachDistance, boolean wouldSneak) { + public static Optional reachableCenter(EntityPlayerSP entity, BlockPos pos, double blockReachDistance, boolean wouldSneak) { return reachableOffset(entity, pos, VecUtils.calculateBlockCenter(entity.world, pos), blockReachDistance, wouldSneak); } }