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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@@ -190,7 +190,7 @@ public abstract class Forfeit {
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add(Tier.APPRENTICE, Element.FIRE, create("fireball", (w, p) -> {
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if(!w.isRemote){
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EntityMagicFireball fireball = new EntityMagicFireball(w);
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Vec3d vec = p.getPositionEyes(0).add(p.getLookVec().scale(6));
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Vec3d vec = p.getPositionEyes(1).add(p.getLookVec().scale(6));
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fireball.setPosition(vec.x, vec.y, vec.z);
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fireball.shoot(p.posX, p.posY + p.getEyeHeight(), p.posZ, 1.5f, 1);
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w.spawnEntity(fireball);
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