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Some efficiency updates to hit-mechanics. Thanks mintplant for the PR.
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@@ -150,7 +150,7 @@ public class EntityArrow extends Entity {
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MovingObjectPosition movingobjectposition1 = axisalignedbb1.a(vec3d, vec3d1);
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if (movingobjectposition1 != null) {
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double d1 = vec3d.b(movingobjectposition1.f);
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double d1 = vec3d.c(movingobjectposition1.f); // CraftBukkit - distance efficiency
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if (d1 < d0 || d0 == 0.0D) {
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entity = entity1;
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@@ -114,7 +114,7 @@ public class EntityFireball extends Entity {
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MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);
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if (movingobjectposition1 != null) {
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double d1 = vec3d.b(movingobjectposition1.f);
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double d1 = vec3d.c(movingobjectposition1.f); // CraftBukkit - distance efficiency
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if (d1 < d0 || d0 == 0.0D) {
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entity = entity1;
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@@ -175,7 +175,7 @@ public class EntityFishingHook extends Entity {
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MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);
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if (movingobjectposition1 != null) {
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d5 = vec3d.b(movingobjectposition1.f);
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d5 = vec3d.c(movingobjectposition1.f); // CraftBukkit - distance efficiency
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if (d5 < d4 || d4 == 0.0D) {
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entity = entity1;
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d4 = d5;
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@@ -137,7 +137,7 @@ public abstract class EntityProjectile extends Entity {
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MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);
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if (movingobjectposition1 != null) {
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double d1 = vec3d.b(movingobjectposition1.f);
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double d1 = vec3d.c(movingobjectposition1.f); // CraftBukkit - distance efficiency
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if (d1 < d0 || d0 == 0.0D) {
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entity = entity1;
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