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