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#1016: Fix incorrect assumption of Fireball having constant speed
By: DerFrZocker <derrieple@gmail.com>
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@ -10,26 +10,56 @@ public interface Fireball extends Projectile, Explosive {
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/**
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/**
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* Sets the direction the fireball should be flying towards.
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* Sets the direction the fireball should be flying towards.
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* The direction vector will be normalized and the default speed will be applied.
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* <br>
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* <br>
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* To also change the speed of the fireball, use {@link #setVelocity(Vector)}.
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* This is a convenience method, it will change the velocity direction and
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* <b>Note:</b> that the client may not respect non-default speeds and will therefore
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* acceleration direction, while keeping the power the same.
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* mispredict the location of the fireball, causing visual stutter.
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* <br>
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* <br>
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* <b>Also Note:</b> that this method and {@link #setVelocity(Vector)} will override each other.
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* <b>Note:</b> This method only uses the direction of the vector and will
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* normalize (a copy of) it.
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* <br>
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* <b>Special Case:</b> When the given direction is
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* {@link Vector#isZero() zero}, the velocity and acceleration will also be
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* set to zero without keeping the power.
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*
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*
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* @param direction the direction this fireball should be flying towards
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* @param direction the direction this fireball should be flying towards
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* @see #setVelocity(Vector)
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* @see #setVelocity(Vector)
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* @see #setAcceleration(Vector)
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*/
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*/
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public void setDirection(@NotNull Vector direction);
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public void setDirection(@NotNull Vector direction);
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/**
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/**
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* Retrieve the direction this fireball is heading toward
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* Retrieve the direction this fireball is heading toward.
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* The returned vector is not normalized.
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* The returned vector is not normalized.
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*
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*
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* @return the direction
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* @return the direction
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* @see #getAcceleration()
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* @deprecated badly named method, returns the value of
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* {@link #getAcceleration()}
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*/
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*/
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@NotNull
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@NotNull
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@Deprecated(since = "1.20.6")
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public Vector getDirection();
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public Vector getDirection();
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/**
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* Sets the acceleration of the fireball.
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*
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* The acceleration gets applied to the velocity every tick, depending on
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* the specific type of the fireball a damping / drag factor is applied so
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* that the velocity does not grow into infinity.
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* <br>
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* <b>Note:</b> that the client may not respect non-default acceleration
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* power and will therefore mispredict the location of the fireball, causing
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* visual stutter.
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*
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* @param acceleration the acceleration
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*/
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void setAcceleration(@NotNull Vector acceleration);
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/**
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* Retrieve the acceleration of this fireball.
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*
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* @return the acceleration
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*/
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@NotNull
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Vector getAcceleration();
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}
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}
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