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:
Electroblob77
2020-07-04 13:34:11 +01:00
parent 3f19e89b91
commit 8ae6bc9102
67 changed files with 109 additions and 104 deletions
@@ -190,7 +190,7 @@ public abstract class Forfeit {
add(Tier.APPRENTICE, Element.FIRE, create("fireball", (w, p) -> {
if(!w.isRemote){
EntityMagicFireball fireball = new EntityMagicFireball(w);
Vec3d vec = p.getPositionEyes(0).add(p.getLookVec().scale(6));
Vec3d vec = p.getPositionEyes(1).add(p.getLookVec().scale(6));
fireball.setPosition(vec.x, vec.y, vec.z);
fireball.shoot(p.posX, p.posY + p.getEyeHeight(), p.posZ, 1.5f, 1);
w.spawnEntity(fireball);