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
This commit is contained in:
@@ -95,7 +95,7 @@ public abstract class ParticleTargeted extends ParticleWizardry {
|
||||
if(this.target != null){
|
||||
|
||||
this.targetX = this.target.prevPosX + (this.target.posX - this.target.prevPosX) * partialTicks;
|
||||
double correction = this.target.getEntityBoundingBox().minY - this.target.posY;
|
||||
double correction = this.target.posY - this.target.posY;
|
||||
this.targetY = this.target.prevPosY + (this.target.posY - this.target.prevPosY) * partialTicks
|
||||
+ target.height/2 + correction;
|
||||
this.targetZ = this.target.prevPosZ + (this.target.posZ - this.target.prevPosZ) * partialTicks;
|
||||
|
||||
@@ -206,7 +206,7 @@ public abstract class ParticleWizardry extends Particle {
|
||||
this.entity = entity;
|
||||
// Set these to the correct values
|
||||
if(entity != null){
|
||||
this.setPosition(this.entity.posX + relativeX, this.entity.getEntityBoundingBox().minY
|
||||
this.setPosition(this.entity.posX + relativeX, this.entity.posY
|
||||
+ relativeY, this.entity.posZ + relativeZ);
|
||||
this.prevPosX = this.posX;
|
||||
this.prevPosY = this.posY;
|
||||
|
||||
Reference in New Issue
Block a user