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@@ -86,12 +86,12 @@ public abstract class Explosion_optimizedTntMixin
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}
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@Redirect(method = "hurtEntities",
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at = @At(value = "INVOKE", target = "Lnet/minecraft/world/entity/Entity;setDeltaMovement(Lnet/minecraft/world/phys/Vec3;)V"))
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at = @At(value = "INVOKE", target = "Lnet/minecraft/world/entity/Entity;push(Lnet/minecraft/world/phys/Vec3;)V"))
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private void setVelocityAndUpdateLogging(Entity entity, Vec3 velocity)
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{
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if (eLogger != null) {
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eLogger.onEntityImpacted(entity, velocity.subtract(entity.getDeltaMovement()));
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}
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entity.setDeltaMovement(velocity);
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entity.push(velocity);
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}
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}
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@@ -32,7 +32,7 @@ public class LevelRenderer_scarpetRenderMixin
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}
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@Inject(method = "addParticlesPass", at = @At("RETURN"))
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private void renderScarpetThingsLate(FrameGraphBuilder frameGraphBuilder, Camera camera, LightTexture lightTexture, float f, FogParameters fogParameters, CallbackInfo ci)
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private void renderScarpetThingsLate(FrameGraphBuilder frameGraphBuilder, Camera camera, float f, FogParameters fogParameters, CallbackInfo ci)
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{
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// in normal circumstances we want to render shapes at the very end so it appears correctly behind stuff.
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// we might actually not need to play with render hooks here.
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