diff --git a/src/main/java/baritone/pathing/path/PathExecutor.java b/src/main/java/baritone/pathing/path/PathExecutor.java index c61ebc3d..9ff27afc 100644 --- a/src/main/java/baritone/pathing/path/PathExecutor.java +++ b/src/main/java/baritone/pathing/path/PathExecutor.java @@ -104,14 +104,6 @@ public class PathExecutor implements IPathExecutor, Helper { BetterBlockPos whereShouldIBe = path.positions().get(pathPosition); BetterBlockPos whereAmI = ctx.playerFeet(); if (!whereShouldIBe.equals(whereAmI)) { - - if (pathPosition == 0 && whereAmI.equals(whereShouldIBe.up()) && Math.abs(ctx.player().motionY) < 0.1 && !(path.movements().get(0) instanceof MovementAscend) && !(path.movements().get(0) instanceof MovementPillar)) { - // avoid the Wrong Y coordinate bug - // TODO add a timer here - new MovementDownward(behavior.baritone, whereAmI, whereShouldIBe).update(); - return false; - } - if (!Blocks.AIR.equals(BlockStateInterface.getBlock(ctx, whereAmI.down()))) {//do not skip if standing on air, because our position isn't stable to skip for (int i = 0; i < pathPosition - 1 && i < path.length(); i++) {//this happens for example when you lag out and get teleported back a couple blocks if (whereAmI.equals(path.positions().get(i))) { @@ -408,6 +400,7 @@ public class PathExecutor implements IPathExecutor, Helper { if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) { // a descend then an ascend in the same direction pathPosition++; + onChangeInPathPosition(); // okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric logDebug("Skipping descend to straight ascend"); return true;