it returns so no else needed
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@ -75,7 +75,8 @@ public class MovementFall extends Movement {
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if (!player().inventory.hasItemStack(STACK_BUCKET_WATER) || world().provider.isNether()) { // TODO check if water bucket is on hotbar or main inventory
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if (!player().inventory.hasItemStack(STACK_BUCKET_WATER) || world().provider.isNether()) { // TODO check if water bucket is on hotbar or main inventory
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state.setStatus(MovementStatus.UNREACHABLE);
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state.setStatus(MovementStatus.UNREACHABLE);
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return state;
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return state;
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} else if (playerFeet().getY() - dest.getY() < mc.playerController.getBlockReachDistance()) {
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}
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if (playerFeet().getY() - dest.getY() < mc.playerController.getBlockReachDistance()) {
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player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_WATER);
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player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_WATER);
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targetRotation = LookBehaviorUtils.reachable(dest.down());
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targetRotation = LookBehaviorUtils.reachable(dest.down());
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}
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}
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