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if (!((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(false, placeAt.getX(), placeAt.getY(), placeAt.getZ(), customItem)) { // get ready to place a throwaway block
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Helper.HELPER.logDebug("bb pls get me some blocks. dirt, netherrack, cobble");
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state.setStatus(MovementStatus.UNREACHABLE);
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returnPlaceResult.NO_OPTION;
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}
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IPlayerContextctx = baritone.getPlayerContext();
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt, wouldSneak); // we assume that if there is a block there, it must be replaceable
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booleanfound = false;
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt, wouldSneak); // we assume that if there is a block there, it must be replaceable
if (MovementHelper.canPlaceAgainst(ctx, against1)) {
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if (!((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(false, placeAt.getX(), placeAt.getY(), placeAt.getZ(), customItem)) { // get ready to place a throwaway block
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Helper.HELPER.logDebug("bb pls get me some blocks. dirt, netherrack, cobble");
// go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory
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