don't splice if not on ground
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@@ -136,7 +136,7 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
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return;
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return;
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}
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}
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// at this point, we know current is in progress
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// at this point, we know current is in progress
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if (safe && next != null && next.snipsnapifpossible()) {
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if (safe && next != null && player().onGround && next.snipsnapifpossible()) {
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// a movement just ended; jump directly onto the next path
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// a movement just ended; jump directly onto the next path
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logDebug("Splicing into planned next path early...");
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logDebug("Splicing into planned next path early...");
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queuePathEvent(PathEvent.SPLICING_ONTO_NEXT_EARLY);
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queuePathEvent(PathEvent.SPLICING_ONTO_NEXT_EARLY);
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