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Interpolated Looking implementation #4505

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Replaced old, in many cases not working "smoothlook" with "interpolatedLook", which forces global player rotation in both axis to follow a "path" from source looking position(rotation) to target, removing jittering when, for instance, mining blocks; it WILL hinder baritone's default mining speed, but the main purpose is to make actions seem slightly more humanly possible, time of the interpolation is controlled by interpolatedLookLength, in ticks.

Replaced old, in many cases not working "smoothlook" with "interpolatedLook", which forces global player rotation in both axis to follow a "path" from source looking position(rotation) to target, removing jittering when, for instance, mining blocks; it WILL hinder baritone's default mining speed, but the main purpose is to make actions seem slightly more humanly possible, time of the interpolation is controlled by interpolatedLookLength, in ticks.
@TheThouZands TheThouZands mentioned this pull request Sep 19, 2024
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8mb.video-4EL-9Jlk4hg4.mp4

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use google guidelines rn & dont commit the commented code

@@ -120,4 +121,8 @@ public static double entityDistanceToCenter(Entity entity, BlockPos pos) {
public static double entityFlatDistanceToCenter(Entity entity, BlockPos pos) {
return distanceToCenter(pos, entity.position().x, pos.getY() + 0.5, entity.position().z);
}

public static Vec3 vDivide (Vec3 A, Vec3 B) {

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use google codestyle guidelines plz

if (this.target.mode == Target.Mode.SERVER) {
ctx.player().setYRot(this.prevRotation.getYaw());
ctx.player().setXRot(this.prevRotation.getPitch());
}// else if (ctx.player().isFallFlying() && Baritone.settings().elytraSmoothLook.value) {

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what is it? 💀. Commits the commented code is pretty bullshit

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2 participants