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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@@ -46,11 +46,11 @@ public class Flight extends Spell {
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if(world.isRemote){
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double x = caster.posX - 1 + world.rand.nextDouble() * 2;
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double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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double y = caster.posY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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double z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(0.8f, 1, 0.5f).spawn(world);
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x = caster.posX - 1 + world.rand.nextDouble() * 2;
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y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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y = caster.posY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(1f, 1f, 1f).spawn(world);
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}
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