Rewrite raytracing methods and optimise their usage
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@@ -208,7 +208,6 @@ public final class WizardryClientEventHandler {
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Minecraft mc = Minecraft.getMinecraft();
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WizardData properties = WizardData.get(mc.player);
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RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(mc.world, mc.player, 16, false);
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RenderManager renderManager = event.getRenderer().getRenderManager();
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ItemStack wand = mc.player.getHeldItemMainhand();
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@@ -218,45 +217,51 @@ public final class WizardryClientEventHandler {
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}
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// Target selection pointer
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if(mc.player.isSneaking() && wand.getItem() instanceof ItemWand && rayTrace != null && !(event.getEntity() instanceof EntityArmorStand)
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&& rayTrace.entityHit == event.getEntity() && properties != null && properties.selectedMinion != null){
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if(mc.player.isSneaking() && wand.getItem() instanceof ItemWand && WizardryUtilities.isLiving(event.getEntity())
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&& properties != null && properties.selectedMinion != null){
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// -> Moved this in here so it isn't called every tick
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RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(mc.world, mc.player, 16, false);
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if(rayTrace != null && rayTrace.entityHit == event.getEntity()){
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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GlStateManager.pushMatrix();
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GlStateManager.disableCull();
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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// Disabling depth test allows it to be seen through everything.
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GlStateManager.disableDepth();
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GlStateManager.color(1, 1, 1, 1);
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GlStateManager.disableCull();
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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// Disabling depth test allows it to be seen through everything.
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GlStateManager.disableDepth();
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GlStateManager.color(1, 1, 1, 1);
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GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ());
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GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ());
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// This counteracts the reverse rotation behaviour when in front f5 view.
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// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
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float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
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GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
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// This counteracts the reverse rotation behaviour when in front f5 view.
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// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
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float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
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GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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mc.renderEngine.bindTexture(targetPointerTexture);
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mc.renderEngine.bindTexture(targetPointerTexture);
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buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex();
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buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex();
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buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex();
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buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex();
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buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex();
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buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex();
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buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex();
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buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex();
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tessellator.draw();
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tessellator.draw();
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GlStateManager.enableCull();
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GlStateManager.enableLighting();
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GlStateManager.enableDepth();
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GlStateManager.enableCull();
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GlStateManager.enableLighting();
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GlStateManager.enableDepth();
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GlStateManager.popMatrix();
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GlStateManager.popMatrix();
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}
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}
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// Summoned creature selection pointer
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