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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@@ -41,7 +41,7 @@ public class Blink extends Spell {
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if(world.isRemote){
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for(int i = 0; i < 10; i++){
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double dx = caster.posX;
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double dy = caster.getEntityBoundingBox().minY + 2 * world.rand.nextFloat();
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double dy = caster.posY + 2 * world.rand.nextFloat();
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double dz = caster.posZ;
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// For portal particles, velocity is not velocity but the offset where they start, then drift to
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// the actual position given.
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@@ -80,7 +80,7 @@ public class Blink extends Spell {
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float angle = (float)(Math.atan2(target.posZ - caster.posZ, target.posX - caster.posX)
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+ world.rand.nextDouble() * Math.PI);
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double radius = caster.getDistance(target.posX, target.getEntityBoundingBox().minY, target.posZ)
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double radius = caster.getDistance(target.posX, target.posY, target.posZ)
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+ world.rand.nextDouble() * 3.0d;
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int x = MathHelper.floor(target.posX + MathHelper.sin(angle) * radius);
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@@ -94,7 +94,7 @@ public class Blink extends Spell {
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if(world.isRemote){
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for(int i = 0; i < 10; i++){
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double dx1 = caster.posX;
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double dy1 = caster.getEntityBoundingBox().minY + caster.height * world.rand.nextFloat();
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double dy1 = caster.posY + caster.height * world.rand.nextFloat();
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double dz1 = caster.posZ;
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world.spawnParticle(EnumParticleTypes.PORTAL, dx1, dy1, dz1, world.rand.nextDouble() - 0.5,
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world.rand.nextDouble() - 0.5, world.rand.nextDouble() - 0.5);
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