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Bounce Working
Bounce Working
bounced) {
/*
//Location loc1 = currentLocation.clone();
Location prevLoc = previousLocation.clone();
Location curLoc = currentLocation.clone();
//curLoc.getDirection().multiply(-1D);
spell.playEffects(EffectPosition.BUFF, curLoc);
spell.playEffects(EffectPosition.DISABLED, prevLoc);
//Vector v2 =
prevLoc.toVector().add(curLoc.toVector()).normalize();
//spell.playEffects(EffectPosition.BLOCK_DESTRUCTION,
currentLocation.clone().subtract(v2));
//spell.playEffects(EffectPosition.ORBIT,
currentLocation.clone().add(v2));
Vector v =
curLoc.toVector().subtract(prevLoc.toVector()).normalize().multiply(0.001D);
curLoc.setDirection(curLoc.getDirection().multiply(-1F));
//prevLoc.setDirection(prevLoc.getDirection().multiply(-
1F));
Location l = linetest(curLoc, prevLoc, 0.1, 0);
spell.playEffects(EffectPosition.DELAYED, l);
Vector v1 = prevLoc.getDirection();
Vector v2 = l.getDirection().normalize();
spell.playEffects(EffectPosition.BLOCK_DESTRUCTION,
prevLoc.setDirection(output));
//Vector v1 = currentLocation.clone().getDirection();
//Vector output =
v1.clone().subtract(v2.clone().multiply(v1.clone().dot(v2.clone()) * 2.0D));
//spell.playEffects(EffectPosition.ORBIT,
currentLocation.clone().setDirection(output));
//currentVelocity.subtract(output);
//Bukkit.broadcastMessage(v.toString() + " " +
v2.toString() + " " + output.toString() + " ");
*/
spell.playEffects(EffectPosition.BLOCK_DESTRUCTION,
entityLoc.subtract(v2));
spell.playEffects(EffectPosition.ORBIT, entityLoc.add(v2));
spell.playEffects(EffectPosition.BUFF,
entityLoc.setDirection(v2)); */
Vector v = to.subtract(from);
spell.playEffects(EffectPosition.BLOCK_DESTRUCTION,
wallLoc.clone().setDirection(v));
Vector v1 = currentVelocity.clone();
Vector v2 = v.clone().normalize();
Vector output = v1.subtract(v2.multiply(v1.dot(v2) *
2.0D));
currentVelocity = output;
spell.playEffects(EffectPosition.ORBIT,
eLoc.clone().setDirection(output));
//spell.playEffects(EffectPosition.BUFF,
eLoc.clone().add(v)); */
//Vector v =
loc2.toVector().subtract(loc1.toVector()).normalize();
Vector v = to.subtract(from);
spell.playEffects(EffectPosition.BUFF, loc1);
Vector n = face.getDirection().normalize();
Vector d = eLoc.getDirection();
spell.playEffects(EffectPosition.ORBIT,
eLoc.clone().setDirection(n));
currentVelocity = r.normalize().multiply(projectileVelocity
/ ticksPerSecond);
spell.playEffects(EffectPosition.BLOCK_DESTRUCTION,
eLoc.clone().setDirection(r));
bounced = true;
}