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Update for Minecraft 1.8
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@@ -61,8 +61,8 @@ public class EntityFireball extends Entity {
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this.e = d2 / d3 * 0.1D;
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}
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public void m_() {
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super.m_();
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public void s_() {
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super.s_();
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this.fireTicks = 10;
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if (this.a > 0) {
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--this.a;
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@@ -107,13 +107,13 @@ public class EntityFireball extends Entity {
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for (int j = 0; j < list.size(); ++j) {
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Entity entity1 = (Entity) list.get(j);
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if (entity1.l_() && (entity1 != this.shooter || this.l >= 25)) {
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if (entity1.r_() && (entity1 != this.shooter || this.l >= 25)) {
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float f = 0.3F;
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AxisAlignedBB axisalignedbb = entity1.boundingBox.b((double) f, (double) f, (double) f);
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MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);
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if (movingobjectposition1 != null) {
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double d1 = vec3d.a(movingobjectposition1.f);
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double d1 = vec3d.b(movingobjectposition1.f);
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if (d1 < d0 || d0 == 0.0D) {
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entity = entity1;
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@@ -150,10 +150,10 @@ public class EntityFireball extends Entity {
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stick = !projectile.doesBounce();
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} else {
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// this function returns if the fireball should stick in or not, i.e. !bounce
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stick = movingobjectposition.entity.damageEntity(this, event.getDamage());
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stick = movingobjectposition.entity.damageEntity(DamageSource.a(this, this), event.getDamage());
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}
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} else {
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stick = movingobjectposition.entity.damageEntity(this.shooter, 0);
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stick = movingobjectposition.entity.damageEntity(DamageSource.a(this, this.shooter), 0);
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}
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if (stick) {
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;
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@@ -200,7 +200,7 @@ public class EntityFireball extends Entity {
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this.yaw = this.lastYaw + (this.yaw - this.lastYaw) * 0.2F;
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float f2 = 0.95F;
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if (this.ad()) {
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if (this.ao()) {
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for (int k = 0; k < 4; ++k) {
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float f3 = 0.25F;
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@@ -238,14 +238,14 @@ public class EntityFireball extends Entity {
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this.j = nbttagcompound.c("inGround") == 1;
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}
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public boolean l_() {
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public boolean r_() {
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return true;
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}
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public boolean damageEntity(Entity entity, int i) {
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this.af();
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if (entity != null) {
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Vec3D vec3d = entity.Z();
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public boolean damageEntity(DamageSource damagesource, int i) {
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this.aq();
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if (damagesource.a() != null) {
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Vec3D vec3d = damagesource.a().ai();
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if (vec3d != null) {
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this.motX = vec3d.a;
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