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https://github.com/cabaletta/baritone
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fix off by one error (causing the last point to be stuck in terrain)
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@ -175,8 +175,8 @@ dependencies {
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transitive = false
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}
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launchAnnotationProcessor 'org.spongepowered:mixin:0.8.4-SNAPSHOT:processor'
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launchImplementation('dev.babbaj:nether-pathfinder:0.34')
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implementation 'dev.babbaj:nether-pathfinder:0.34'
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launchImplementation('dev.babbaj:nether-pathfinder:0.39')
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implementation 'dev.babbaj:nether-pathfinder:0.39'
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testImplementation 'junit:junit:4.12'
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}
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@ -195,7 +195,7 @@ public final class LegacyElytraBehavior implements Helper {
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}
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this.recalculating = true;
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final List<BetterBlockPos> after = this.path.subList(upToIncl, this.path.size());
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final List<BetterBlockPos> after = this.path.subList(upToIncl + 1, this.path.size());
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final boolean complete = this.completePath;
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return this.path0(ctx.playerFeet(), this.path.get(upToIncl), segment -> segment.append(after.stream(), complete))
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@ -288,6 +288,7 @@ public final class LegacyElytraBehavior implements Helper {
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while (rangeEndExcl < path.size() && ctx.world().isBlockLoaded(path.get(rangeEndExcl), false)) {
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rangeEndExcl++;
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}
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// rangeEndExcl now represents an index either not in the path, or just outside render distance
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if (rangeStartIncl >= rangeEndExcl) {
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// not loaded yet?
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return;
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