1.12 conversion
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@@ -122,7 +122,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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// f4 depends on the horizontal distance between the two entities and accounts for bullet drop,
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// but of course if gravity is ignored this should be 0.
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float bulletDropCompensation = this.doGravity() ? (float)d3 * 0.2F : 0;
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this.setThrowableHeading(d0, d1 + (double)bulletDropCompensation, d2, speed, aimingError);
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this.shoot(d0, d1 + (double)bulletDropCompensation, d2, speed, aimingError);
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}
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}
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@@ -148,7 +148,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI)
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* MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
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this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
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this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, speed * 1.5F, 1.0F);
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this.shoot(this.motionX, this.motionY, this.motionZ, speed * 1.5F, 1.0F);
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}
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/** Subclasses must override this to set their own base damage. */
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@@ -183,7 +183,8 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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/**
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* Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
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*/
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public void setThrowableHeading(double x, double y, double z, float speed, float randomness){
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@Override
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public void shoot(double x, double y, double z, float speed, float randomness){
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float f2 = MathHelper.sqrt(x * x + y * y + z * z);
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x /= (double)f2;
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y /= (double)f2;
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@@ -579,4 +580,9 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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public void setShootingEntity(EntityLivingBase entity){
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shootingEntity = new WeakReference<EntityLivingBase>(entity);
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}
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@Override
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protected void entityInit() {
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// TODO Auto-generated method stub
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}
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}
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