tiny optimization
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812c23e1ca
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@ -61,7 +61,8 @@ public class MovementDiagonal 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.canWalkThrough(destX, y, destZ) || !MovementHelper.canWalkThrough(destX, y + 1, destZ)) {
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IBlockState destInto = BlockStateInterface.get(destX, y, destZ);
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if (!MovementHelper.canWalkThrough(destX, y, destZ, destInto) || !MovementHelper.canWalkThrough(destX, y + 1, destZ)) {
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return COST_INF;
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}
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IBlockState destWalkOn = BlockStateInterface.get(destX, y - 1, destZ);
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@ -103,7 +104,7 @@ public class MovementDiagonal extends Movement {
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return COST_INF;
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}
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}
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if (BlockStateInterface.isWater(BlockStateInterface.getBlock(x, y, z)) || BlockStateInterface.isWater(BlockStateInterface.getBlock(destX, y, destZ))) {
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if (BlockStateInterface.isWater(BlockStateInterface.getBlock(x, y, z)) || BlockStateInterface.isWater(destInto.getBlock())) {
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// Ignore previous multiplier
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// Whatever we were walking on (possibly soul sand) doesn't matter as we're actually floating on water
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// Not even touching the blocks below
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