From a6ea9ed3a624eb6fa4e92ebc120802a287132b2c Mon Sep 17 00:00:00 2001 From: Leijurv Date: Wed, 5 Jun 2019 12:47:18 -0700 Subject: [PATCH] =?UTF-8?q?=F0=9F=91=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../baritone/pathing/movement/movements/MovementPillar.java | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/java/baritone/pathing/movement/movements/MovementPillar.java b/src/main/java/baritone/pathing/movement/movements/MovementPillar.java index 4b8f18cf..5e4a409f 100644 --- a/src/main/java/baritone/pathing/movement/movements/MovementPillar.java +++ b/src/main/java/baritone/pathing/movement/movements/MovementPillar.java @@ -239,7 +239,9 @@ public class MovementPillar extends Movement { Block fr = frState.getBlock(); // TODO: Evaluate usage of getMaterial().isReplaceable() if (!(fr instanceof BlockAir || frState.getMaterial().isReplaceable())) { - RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance()).map(rot -> new MovementState.MovementTarget(rot, true)).ifPresent(state::setTarget); + RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance()) + .map(rot -> new MovementState.MovementTarget(rot, true)) + .ifPresent(state::setTarget); state.setInput(Input.JUMP, false); // breaking is like 5x slower when you're jumping state.setInput(Input.CLICK_LEFT, true); blockIsThere = false;