First Checkup
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@@ -277,7 +277,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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AxisAlignedBB axisalignedbb = iblockstate.getCollisionBoundingBox(this.world, blockpos);
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if(axisalignedbb != Block.NULL_AABB
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&& axisalignedbb.offset(blockpos).isVecInside(new Vec3d(this.posX, this.posY, this.posZ))){
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&& axisalignedbb.offset(blockpos).contains(new Vec3d(this.posX, this.posY, this.posZ))){
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this.inGround = true;
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}
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}
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@@ -305,13 +305,13 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
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if(raytraceresult != null){
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vec3d = new Vec3d(raytraceresult.hitVec.xCoord, raytraceresult.hitVec.yCoord,
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raytraceresult.hitVec.zCoord);
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vec3d = new Vec3d(raytraceresult.hitVec.x, raytraceresult.hitVec.y,
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raytraceresult.hitVec.z);
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}
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Entity entity = null;
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List<?> list = this.world.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox()
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.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
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.expand(this.motionX, this.motionY, this.motionZ).grow(1.0D, 1.0D, 1.0D));
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double d0 = 0.0D;
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int i;
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float f1;
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@@ -321,7 +321,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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if(entity1.canBeCollidedWith() && (entity1 != this.getShootingEntity() || this.ticksInAir >= 5)){
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f1 = 0.3F;
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AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().expand((double)f1, (double)f1,
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AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().grow((double)f1, (double)f1,
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(double)f1);
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RayTraceResult RayTraceResult1 = axisalignedbb1.calculateIntercept(vec3d1, vec3d);
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@@ -418,9 +418,9 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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this.blockY = raytraceresult.getBlockPos().getY();
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this.blockZ = raytraceresult.getBlockPos().getZ();
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this.stuckInBlock = this.world.getBlockState(raytraceresult.getBlockPos());
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this.motionX = (double)((float)(raytraceresult.hitVec.xCoord - this.posX));
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this.motionY = (double)((float)(raytraceresult.hitVec.yCoord - this.posY));
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this.motionZ = (double)((float)(raytraceresult.hitVec.zCoord - this.posZ));
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this.motionX = (double)((float)(raytraceresult.hitVec.x - this.posX));
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this.motionY = (double)((float)(raytraceresult.hitVec.y - this.posY));
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this.motionZ = (double)((float)(raytraceresult.hitVec.z - this.posZ));
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// f2 = MathHelper.sqrt(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ *
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// this.motionZ);
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// this.posX -= this.motionX / (double)f2 * 0.05000000074505806D;
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