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Update for 1.6.6
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@@ -89,7 +89,9 @@ public class EntityArrow extends Entity {
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if (i > 0) {
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Block.byId[i].a(this.world, this.d, this.e, this.f);
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if (Block.byId[i].d(this.world, this.d, this.e, this.f) != null && Block.byId[i].d(this.world, this.d, this.e, this.f).a(Vec3D.create(this.locX, this.locY, this.locZ))) {
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AxisAlignedBB axisalignedbb = Block.byId[i].d(this.world, this.d, this.e, this.f);
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if (axisalignedbb != null && axisalignedbb.a(Vec3D.create(this.locX, this.locY, this.locZ))) {
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this.i = true;
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}
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}
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@@ -138,8 +140,8 @@ public class EntityArrow extends Entity {
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if (entity1.n_() && (entity1 != this.shooter || this.k >= 5)) {
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f1 = 0.3F;
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AxisAlignedBB axisalignedbb = entity1.boundingBox.b((double) f1, (double) f1, (double) f1);
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MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);
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AxisAlignedBB axisalignedbb1 = entity1.boundingBox.b((double) f1, (double) f1, (double) f1);
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MovingObjectPosition movingobjectposition1 = axisalignedbb1.a(vec3d, vec3d1);
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if (movingobjectposition1 != null) {
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double d1 = vec3d.a(movingobjectposition1.f);
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