Added raytracing
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@ -5,6 +5,8 @@ import me.rigamortis.seppuku.api.event.player.EventPlayerUpdate;
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import me.rigamortis.seppuku.api.module.Module;
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import me.rigamortis.seppuku.api.module.Module;
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import me.rigamortis.seppuku.api.value.NumberValue;
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import me.rigamortis.seppuku.api.value.NumberValue;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.Minecraft;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import team.stiff.pomelo.impl.annotated.handler.annotation.Listener;
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import team.stiff.pomelo.impl.annotated.handler.annotation.Listener;
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/**
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/**
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@ -30,19 +32,22 @@ public class PullDownModule extends Module
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if(mc.player.isElytraFlying() || mc.player.capabilities.isFlying || mc.player.onGround) return;
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if(mc.player.isElytraFlying() || mc.player.capabilities.isFlying || mc.player.onGround) return;
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// dont trigger when they could just be jumping, 3 blocks is maybe overkill? But its probably the best thing to do
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// dont trigger when they could just be jumping, 3 blocks is maybe overkill? But its probably the best thing to do
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boolean isBlockBelow =
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RayTraceResult rayTraceResult = mc.world.rayTraceBlocks(
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!mc.world.isAirBlock(mc.player.getPosition().add(0, -1, 0))
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mc.player.getPositionVector(),
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mc.player.getPositionVector()
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!mc.world.isAirBlock(mc.player.getPosition().add(0, -2, 0))
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.add(
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new Vec3d(
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!mc.world.isAirBlock(mc.player.getPosition().add(0, -3, 0))
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0,
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;
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-3,
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0
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)
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)
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);
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if(!isBlockBelow)
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if(rayTraceResult == null || rayTraceResult.typeOfHit == RayTraceResult.Type.MISS)
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{
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{
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// Pull the player down
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// Pull the player down
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mc.player.motionY = -(speed.getFloat());
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mc.player.motionY = -(speed.getFloat());
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// kk thx that ends epic module bsb on top
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}
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}
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}
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}
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}
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}
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