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
@@ -41,7 +41,7 @@ public class Fangs extends Spell {
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
if(!spawnFangs(world, new Vec3d(caster.posX, caster.getEntityBoundingBox().minY, caster.posZ),
if(!spawnFangs(world, caster.getPositionVector(),
GeometryUtils.replaceComponent(caster.getLookVec(), Axis.Y, 0).normalize(), caster, modifiers)) return false;
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;