Made respawning in limbo much less nice.
Takes entrance coords and THEN adds the spawnFuzz. Its much closer to how it used to be.
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@@ -9,10 +9,12 @@ import net.minecraft.entity.monster.IMob;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.AxisAlignedBB;
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import net.minecraft.util.ChunkCoordinates;
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import net.minecraft.util.DamageSource;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.World;
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import StevenDimDoors.mod_pocketDim.DDProperties;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.core.DDTeleporter;
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import StevenDimDoors.mod_pocketDim.util.Point4D;
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import StevenDimDoors.mod_pocketDim.world.LimboProvider;
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@@ -145,14 +147,11 @@ public class MobMonolith extends EntityFlying implements IMob
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}
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else if (!this.worldObj.isRemote && !entityPlayer.capabilities.isCreativeMode)
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{
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Point4D destination = new Point4D(
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(int) this.posX + MathHelper.getRandomIntegerInRange(rand, -250, 250),
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(int) this.posY + 500,
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(int) this.posZ + MathHelper.getRandomIntegerInRange(rand, -250, 250),
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properties.LimboDimensionID);
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DDTeleporter.teleportEntity(entityPlayer, destination, false);
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this.aggro = 0;
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ChunkCoordinates coords = LimboProvider.getLimboSkySpawn(entityPlayer.worldObj.rand);
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Point4D destination = new Point4D((int) (coords.posX+entityPlayer.posX), coords.posY, (int) (coords.posZ+entityPlayer.posZ ), mod_pocketDim.properties.LimboDimensionID);
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DDTeleporter.teleportEntity(entityPlayer, destination, false);
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this.aggro = 0;
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entityPlayer.worldObj.playSoundAtEntity(entityPlayer,"mods.DimDoors.sfx.crack",13, 1);
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}
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if (!(this.worldObj.provider instanceof LimboProvider || this.worldObj.getClosestPlayerToEntity(this, 5) != null) || this.aggro > 300)
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