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Update for Minecraft 1.8
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@@ -77,11 +77,11 @@ public class EntitySnowball extends Entity {
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this.h = 0;
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}
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public void m_() {
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this.bo = this.locX;
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this.bp = this.locY;
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this.bq = this.locZ;
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super.m_();
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public void s_() {
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this.bE = this.locX;
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this.bF = this.locY;
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this.bG = this.locZ;
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super.s_();
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if (this.a > 0) {
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--this.a;
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}
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@@ -126,13 +126,13 @@ public class EntitySnowball 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.i >= 5)) {
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if (entity1.r_() && (entity1 != this.shooter || this.i >= 5)) {
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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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@@ -167,10 +167,10 @@ public class EntitySnowball extends Entity {
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stick = !projectile.doesBounce();
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} else {
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// this function returns if the snowball 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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@@ -213,7 +213,7 @@ public class EntitySnowball extends Entity {
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float f2 = 0.99F;
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float f3 = 0.03F;
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if (this.ad()) {
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if (this.ao()) {
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for (int l = 0; l < 4; ++l) {
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float f4 = 0.25F;
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@@ -248,7 +248,7 @@ public class EntitySnowball extends Entity {
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this.f = nbttagcompound.c("inGround") == 1;
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}
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public void b(EntityHuman entityhuman) {
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public void a_(EntityHuman entityhuman) {
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if (this.f && this.shooter == entityhuman && this.a <= 0 && entityhuman.inventory.pickup(new ItemStack(Item.ARROW, 1))) {
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this.world.makeSound(this, "random.pop", 0.2F, ((this.random.nextFloat() - this.random.nextFloat()) * 0.7F + 1.0F) * 2.0F);
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entityhuman.receive(this, 1);
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