Fixed door placement on rifts,
working on biomes and mob
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@@ -211,7 +211,7 @@ public class ItemRiftBlade extends itemDimDoor
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Block var11 = mod_pocketDim.transientDoor;
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int par4 = hit.blockX;
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int par5 = hit.blockY-1;
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int par5 = hit.blockY;
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int par6 = hit.blockZ;
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int par7 = 0 ;
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@@ -222,14 +222,14 @@ public class ItemRiftBlade extends itemDimDoor
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{
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int var12 = MathHelper.floor_double((double)((par3EntityPlayer.rotationYaw + 180.0F) * 4.0F / 360.0F) - 0.5D) & 3;
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if (!this.canPlace(par2World, par4, par5, par6, var12)||!this.canPlace(par2World, par4, par5+1, par6, var12)||dimHelper.instance.getLinkDataFromCoords(par4, par5+1, par6, par2World)==null)
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if (!this.canPlace(par2World, par4, par5, par6, var12)||!this.canPlace(par2World, par4, par5-1, par6, var12)||dimHelper.instance.getLinkDataFromCoords(par4, par5, par6, par2World)==null)
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{
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return par1ItemStack;
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}
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else
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{
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placeDoorBlock(par2World, par4, par5, par6, var12, var11);
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placeDoorBlock(par2World, par4, par5-1, par6, var12, var11);
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didFindThing=true;
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