stop walking into liquids, fixes #155
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@ -152,7 +152,7 @@ public final class ChunkPacker implements Helper {
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return PathingBlockType.WATER;
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}
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if (MovementHelper.avoidWalkingInto(block) || block.equals(Blocks.FLOWING_WATER) || MovementHelper.isBottomSlab(state)) {
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if (MovementHelper.avoidWalkingInto(block) || block == Blocks.FLOWING_WATER || MovementHelper.isBottomSlab(state)) {
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return PathingBlockType.AVOID;
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}
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// We used to do an AABB check here
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@ -209,7 +209,8 @@ public interface MovementHelper extends ActionCosts, Helper {
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}
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static boolean avoidWalkingInto(Block block) {
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return BlockStateInterface.isLava(block)
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return block instanceof BlockLiquid
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|| block instanceof BlockDynamicLiquid
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|| block == Blocks.MAGMA
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|| block == Blocks.CACTUS
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|| block == Blocks.FIRE
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@ -52,7 +52,7 @@ public class MovementParkour extends Movement {
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}
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BlockPos adjBlock = src.down().offset(dir);
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IBlockState adj = BlockStateInterface.get(adjBlock);
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if (MovementHelper.avoidWalkingInto(adj.getBlock())) { // magma sucks
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if (MovementHelper.avoidWalkingInto(adj.getBlock()) && adj.getBlock() != Blocks.WATER && adj.getBlock() != Blocks.FLOWING_WATER) { // magma sucks
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return null;
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}
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if (MovementHelper.canWalkOn(adjBlock, adj)) { // don't parkour if we could just traverse (for now)
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