From e0bd82d7ffe4addd156c91f7b9b98ba71180b765 Mon Sep 17 00:00:00 2001 From: Brady Date: Mon, 2 Mar 2020 17:15:01 -0600 Subject: [PATCH] lol? --- .../baritone/pathing/movement/movements/MovementParkour.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/main/java/baritone/pathing/movement/movements/MovementParkour.java b/src/main/java/baritone/pathing/movement/movements/MovementParkour.java index b684a7967..7eee528e5 100644 --- a/src/main/java/baritone/pathing/movement/movements/MovementParkour.java +++ b/src/main/java/baritone/pathing/movement/movements/MovementParkour.java @@ -249,7 +249,7 @@ public class MovementParkour extends Movement { if (ctx.player().getPositionVec().y - ctx.playerFeet().getY() < 0.094) { // lilypads state.setStatus(MovementStatus.SUCCESS); } - } else if (!ctx.playerFeet().equals(src)) {,, + } else if (!ctx.playerFeet().equals(src)) { if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().getPositionVec().y - src.y > 0.0001) { if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true, false) == PlaceResult.READY_TO_PLACE) { // go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory