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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@@ -109,7 +109,7 @@ public class SpellConstructRanged<T extends EntityMagicConstruct> extends SpellC
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Vec3d look = caster.getLookVec();
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double x = caster.posX + look.x * range;
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double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() + look.y * range;
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double y = caster.posY + caster.getEyeHeight() + look.y * range;
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double z = caster.posZ + look.z * range;
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if(!spawnConstruct(world, x, y, z, null, caster, modifiers)) return false;
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@@ -128,7 +128,7 @@ public class SpellConstructRanged<T extends EntityMagicConstruct> extends SpellC
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SpellModifiers modifiers){
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double range = getProperty(RANGE).doubleValue() * modifiers.get(WizardryItems.range_upgrade);
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Vec3d origin = new Vec3d(caster.posX, caster.getEntityBoundingBox().minY + caster.getEyeHeight(), caster.posZ);
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Vec3d origin = caster.getPositionEyes(1);
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if(target != null && caster.getDistance(target) <= range){
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