Fix some particle weirdness (somehow the interp pos is wrong by the time it gets to fx layer 3)
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@@ -60,6 +60,12 @@ public class ParticleBuff extends ParticleWizardry {
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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updateEntityLinking(partialTicks);
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updateEntityLinking(partialTicks);
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// I don't know why, but despite not being in any superclass renderParticle these also need to be here if we're
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// not calling super
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interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
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interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
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interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
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GlStateManager.pushMatrix();
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GlStateManager.pushMatrix();
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GlStateManager.pushAttrib();
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GlStateManager.pushAttrib();
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@@ -43,6 +43,12 @@ public class ParticleSphere extends ParticleWizardry {
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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updateEntityLinking(partialTicks);
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updateEntityLinking(partialTicks);
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// I don't know why, but despite not being in any superclass renderParticle these also need to be here if we're
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// not calling super
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interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
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interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
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interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
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float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks);
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float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks);
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float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks);
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float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks);
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float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks);
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float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks);
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@@ -53,6 +53,12 @@ public class ParticleSummon extends ParticleWizardry {
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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updateEntityLinking(partialTicks);
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updateEntityLinking(partialTicks);
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// I don't know why, but despite not being in any superclass renderParticle these also need to be here if we're
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// not calling super
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interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
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interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
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interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
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GlStateManager.pushMatrix();
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GlStateManager.pushMatrix();
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GlStateManager.pushAttrib();
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GlStateManager.pushAttrib();
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@@ -78,6 +78,12 @@ public abstract class ParticleTargeted extends ParticleWizardry {
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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updateEntityLinking(partialTicks);
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updateEntityLinking(partialTicks);
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// I don't know why, but despite not being in any superclass renderParticle these also need to be here if we're
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// not calling super
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interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
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interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
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interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
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float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks);
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float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks);
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float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks);
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float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks);
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float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks);
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float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks);
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