fix pause stuttering, fixes #216
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738ce25ff0
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@ -19,10 +19,10 @@ package baritone.pathing.path;
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import baritone.Baritone;
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import baritone.Baritone;
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import baritone.api.event.events.TickEvent;
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import baritone.api.event.events.TickEvent;
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import baritone.api.pathing.calc.IPath;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.api.pathing.movement.IMovement;
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import baritone.api.pathing.movement.IMovement;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.pathing.calc.IPath;
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import baritone.api.pathing.path.IPathExecutor;
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import baritone.api.pathing.path.IPathExecutor;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.BetterBlockPos;
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import baritone.pathing.calc.AbstractNodeCostSearch;
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import baritone.pathing.calc.AbstractNodeCostSearch;
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@ -244,6 +244,7 @@ public class PathExecutor implements IPathExecutor, Helper {
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}
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}
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if (shouldPause()) {
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if (shouldPause()) {
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logDebug("Pausing since current best path is a backtrack");
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logDebug("Pausing since current best path is a backtrack");
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clearKeys();
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return true;
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return true;
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}
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}
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MovementStatus movementStatus = movement.update();
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MovementStatus movementStatus = movement.update();
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@ -342,7 +343,7 @@ public class PathExecutor implements IPathExecutor, Helper {
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// first and foremost, if allowSprint is off, or if we don't have enough hunger, don't try and sprint
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// first and foremost, if allowSprint is off, or if we don't have enough hunger, don't try and sprint
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if (!new CalculationContext().canSprint()) {
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if (!new CalculationContext().canSprint()) {
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Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(InputOverrideHandler.Input.SPRINT,false);
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Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(InputOverrideHandler.Input.SPRINT, false);
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player().setSprinting(false);
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player().setSprinting(false);
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return;
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return;
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}
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}
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@ -356,7 +357,7 @@ public class PathExecutor implements IPathExecutor, Helper {
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}
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}
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// we'll take it from here, no need for minecraft to see we're holding down control and sprint for us
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// we'll take it from here, no need for minecraft to see we're holding down control and sprint for us
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Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(InputOverrideHandler.Input.SPRINT,false);
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Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(InputOverrideHandler.Input.SPRINT, false);
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// however, descend doesn't request sprinting, beceause it doesn't know the context of what movement comes after it
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// however, descend doesn't request sprinting, beceause it doesn't know the context of what movement comes after it
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IMovement current = path.movements().get(pathPosition);
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IMovement current = path.movements().get(pathPosition);
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