From 3fdc4d6ee0db66ee4240d58dcf1c77c4e20336cd Mon Sep 17 00:00:00 2001 From: Leijurv Date: Tue, 2 Oct 2018 15:34:46 -0700 Subject: [PATCH] parkour jumping onto a vine, sort of --- .../pathing/movement/movements/MovementParkour.java | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/main/java/baritone/pathing/movement/movements/MovementParkour.java b/src/main/java/baritone/pathing/movement/movements/MovementParkour.java index 4d2ef63d..9272b7fc 100644 --- a/src/main/java/baritone/pathing/movement/movements/MovementParkour.java +++ b/src/main/java/baritone/pathing/movement/movements/MovementParkour.java @@ -28,6 +28,7 @@ import baritone.utils.InputOverrideHandler; import baritone.utils.Utils; import baritone.utils.pathing.BetterBlockPos; import baritone.utils.pathing.MoveResult; +import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.init.Blocks; @@ -162,6 +163,12 @@ public class MovementParkour extends Movement { } MovementHelper.moveTowards(state, dest); if (playerFeet().equals(dest)) { + Block d = BlockStateInterface.getBlock(dest); + if (d == Blocks.VINE || d == Blocks.LADDER) { + // it physically hurt me to add support for parkour jumping onto a vine + // but i did it anyway + return state.setStatus(MovementState.MovementStatus.SUCCESS); + } if (player().posY - playerFeet().getY() < 0.094) { // lilypads state.setStatus(MovementState.MovementStatus.SUCCESS); }