Fix MovementFall from forcing rotations when unnecessary

This commit is contained in:
Brady 2018-08-21 18:24:31 -05:00
parent c0eb94b318
commit 71abf0c27e
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@ -103,7 +103,7 @@ public class MovementFall extends Movement {
state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true)
.setTarget(new MovementTarget(targetRotation.get(), true));
} else {
state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest)), true));
state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest)), false));
}
if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.094 // lilypads
|| BlockStateInterface.isWater(dest))) {