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Slightly change body rotation interpolation in <= 1.19.3 (#542)
* Add Old Body Rotation Interpolation <=1.19.3 * Rename method as requested Co-authored-by: EnZaXD <florian.michael07@gmail.com> * Add comment as requested Co-authored-by: EnZaXD <florian.michael07@gmail.com> --------- Co-authored-by: lowercasebtw <lowercasebtw@gmail.com> Co-authored-by: EnZaXD <florian.michael07@gmail.com>
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@ -74,6 +74,8 @@ public abstract class MixinLivingEntity extends Entity {
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@Shadow
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public abstract boolean hasStatusEffect(RegistryEntry<StatusEffect> effect);
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@Shadow public float bodyYaw;
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public MixinLivingEntity(EntityType<?> type, World world) {
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super(type, world);
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}
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@ -112,6 +114,20 @@ public abstract class MixinLivingEntity extends Entity {
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}
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}
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@Redirect(method = "turnHead", at = @At(value = "INVOKE", target = "Ljava/lang/Math;abs(F)F"))
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private float changeBodyRotationInterpolation(float g) {
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if (ProtocolTranslator.getTargetVersion().olderThanOrEqualTo(ProtocolVersion.v1_19_3)) {
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g = MathHelper.clamp(g, -75.0F, 75.0F);
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this.bodyYaw = this.getYaw() - g;
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if (Math.abs(g) > 50.0F) {
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this.bodyYaw += g * 0.2F;
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}
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return Float.MIN_VALUE; // Causes the if to always fail
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} else {
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return Math.abs(g);
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}
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}
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@Inject(method = "tickCramming", at = @At("HEAD"), cancellable = true)
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private void preventEntityPush(CallbackInfo ci) {
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if (DebugSettings.global().preventEntityCramming.isEnabled()) {
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