mirror of https://github.com/cabaletta/baritone
fix crouching
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parent
f5380881f4
commit
e03e251541
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@ -176,7 +176,7 @@ public class MovementAscend extends Movement {
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ticksWithoutPlacement++;
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ticksWithoutPlacement++;
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if (MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false) == PlaceResult.READY_TO_PLACE) {
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if (MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false) == PlaceResult.READY_TO_PLACE) {
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state.setInput(Input.SNEAK, true);
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state.setInput(Input.SNEAK, true);
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if (ctx.player().movementInput.field_228350_h_) {
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if (ctx.player().isCrouching()) {
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state.setInput(Input.CLICK_RIGHT, true);
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state.setInput(Input.CLICK_RIGHT, true);
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}
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}
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}
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}
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@ -251,7 +251,7 @@ public class MovementPillar extends Movement {
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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.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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state.setInput(Input.CLICK_LEFT, true);
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blockIsThere = false;
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blockIsThere = false;
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} else if (ctx.player().movementInput.field_228350_h_ && (ctx.isLookingAt(src.down()) || ctx.isLookingAt(src)) && ctx.player().getPositionVec().y > dest.getY() + 0.1) {
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} else if (ctx.player().isCrouching() && (ctx.isLookingAt(src.down()) || ctx.isLookingAt(src)) && ctx.player().getPositionVec().y > dest.getY() + 0.1) {
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state.setInput(Input.CLICK_RIGHT, true);
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state.setInput(Input.CLICK_RIGHT, true);
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}
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}
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}
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}
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@ -286,7 +286,7 @@ public class MovementTraverse extends Movement {
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}
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}
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switch (p) {
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switch (p) {
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case READY_TO_PLACE: {
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case READY_TO_PLACE: {
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if (ctx.player().movementInput.field_228350_h_ || Baritone.settings().assumeSafeWalk.value) {
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if (ctx.player().isCrouching() || Baritone.settings().assumeSafeWalk.value) {
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state.setInput(Input.CLICK_RIGHT, true);
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state.setInput(Input.CLICK_RIGHT, true);
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}
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}
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return state;
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return state;
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@ -445,7 +445,7 @@ public final class BuilderProcess extends BaritoneProcessHelper implements IBuil
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BetterBlockPos pos = toBreak.get().getA();
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BetterBlockPos pos = toBreak.get().getA();
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baritone.getLookBehavior().updateTarget(rot, true);
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baritone.getLookBehavior().updateTarget(rot, true);
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MovementHelper.switchToBestToolFor(ctx, bcc.get(pos));
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MovementHelper.switchToBestToolFor(ctx, bcc.get(pos));
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if (ctx.player().movementInput.field_228350_h_) {
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if (ctx.player().isCrouching()) {
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// really horrible bug where a block is visible for breaking while sneaking but not otherwise
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// really horrible bug where a block is visible for breaking while sneaking but not otherwise
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// so you can't see it, it goes to place something else, sneaks, then the next tick it tries to break
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// so you can't see it, it goes to place something else, sneaks, then the next tick it tries to break
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// and is unable since it's unsneaked in the intermediary tick
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// and is unable since it's unsneaked in the intermediary tick
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