Max collisions optimization (#1038)
* Lift entity limit up to the `getOtherEntities` method so it bails early This has the potential to prevent a lot of bounding box computation * Clean up decompiled code * Fix raw generic types This doesn't alter the signature, but it helps the compiler warn about misuse of the type later on * Actually abort forEach when `limit` entities have been checked `throw`ing a known exception is the easiest way to `break` out of a forEach call
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@@ -86,6 +86,7 @@
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"PistonHandler_pushLimitMixin",
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"PoweredRailBlock_powerLimitMixin",
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"LivingEntity_maxCollisionsMixin",
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"World_getOtherEntitiesLimited",
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"CoralBlockMixin",
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"CoralFanBlockMixin",
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"CoralFeatureMixin",
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@@ -241,4 +242,4 @@
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"injectors": {
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"defaultRequire": 1
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}
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}
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}
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