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https://github.com/cabaletta/baritone
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no falling onto half slab
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@ -27,6 +27,8 @@ import baritone.pathing.movement.MovementState.MovementTarget;
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import baritone.utils.*;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockFalling;
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import net.minecraft.block.BlockSlab;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.Items;
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import net.minecraft.item.ItemStack;
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@ -49,9 +51,15 @@ public class MovementFall extends Movement {
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if (fromDown == Blocks.LADDER || fromDown == Blocks.VINE) {
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return COST_INF;
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}
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if (!MovementHelper.canWalkOn(dest.down())) {
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IBlockState fallOnto = BlockStateInterface.get(dest.down());
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if (!MovementHelper.canWalkOn(dest.down(), fallOnto)) {
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return COST_INF;
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}
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if (fallOnto.getBlock() instanceof BlockSlab) {
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if (!((BlockSlab) fallOnto.getBlock()).isDouble() && fallOnto.getValue(BlockSlab.HALF) == BlockSlab.EnumBlockHalf.BOTTOM) {
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return COST_INF; // falling onto a half slab is really glitchy, and can cause more fall damage than we'd expect
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}
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}
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double placeBucketCost = 0.0;
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > context.maxFallHeightNoWater()) {
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if (!context.hasWaterBucket()) {
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