Tidy up entity geometry stuff:
- Add a getCentre method for entities to GeometryUtils - Replace getPositionEyes(0) with getPositionEyes(1) since it's more efficient, and by definition they must be the same - Remove all the silly getEntityBoundingBox().minY stuff, this bug has been fixed since 1.8! (which begs the question: if it was considered a bug, how on earth did it go unfixed for that long?) - A few other small things
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@@ -3,6 +3,7 @@ package electroblob.wizardry.client.animation;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.spell.Grapple;
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import electroblob.wizardry.util.GeometryUtils;
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import electroblob.wizardry.util.InventoryUtils;
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import net.minecraft.client.model.ModelBiped;
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import net.minecraft.entity.EntityLivingBase;
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@@ -100,7 +101,7 @@ public abstract class ActionAnimation extends Animation {
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if(hit.entityHit instanceof EntityLivingBase){
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// If the target is an entity, we need to use the entity's centre rather than the original hit position
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// because the entity will have moved!
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target = new Vec3d(hit.entityHit.posX, hit.entityHit.getEntityBoundingBox().minY + hit.entityHit.height/2, hit.entityHit.posZ);
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target = GeometryUtils.getCentre(hit.entityHit);
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}
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EnumHandSide side = InventoryUtils.getSideForHand(player, player.getActiveHand());
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