Copy neat fix for negative scaling of magic light on desync to black hole
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@@ -53,9 +53,8 @@ public class RenderBlackHole extends Render<EntityBlackHole> {
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(float)blackhole.ticksExisted / 10);
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}
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if(blackhole.ticksExisted > blackhole.lifetime - 10){
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GlStateManager.scale((float)(blackhole.lifetime - blackhole.ticksExisted) / 10,
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(float)(blackhole.lifetime - blackhole.ticksExisted) / 10,
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(float)(blackhole.lifetime - blackhole.ticksExisted) / 10);
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float scale = Math.max(0, (float)(blackhole.lifetime - blackhole.ticksExisted) / 10);
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GlStateManager.scale(scale, scale, scale);
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}
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this.bindTexture(texture);
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