Add javadocs to RayTraceUtils
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@ -31,6 +31,18 @@ public final class RayTraceUtils implements Helper {
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private RayTraceUtils() {}
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private RayTraceUtils() {}
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/**
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* Simulates a "vanilla" raytrace. A RayTraceResult returned by this method
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* will be that of the next render pass given that the local player's yaw and
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* pitch match the specified yaw and pitch values. This is particularly useful
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* when you would like to simulate a "legit" raytrace with certainty that the only
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* thing to achieve the desired outcome (whether it is hitting and entity or placing
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* a block) can be done just by modifying user input.
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*
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* @param yaw The yaw to raytrace with
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* @param pitch The pitch to raytrace with
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* @return The calculated raytrace result
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*/
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public static RayTraceResult simulateRayTrace(float yaw, float pitch) {
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public static RayTraceResult simulateRayTrace(float yaw, float pitch) {
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RayTraceResult oldTrace = mc.objectMouseOver;
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RayTraceResult oldTrace = mc.objectMouseOver;
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float oldYaw = mc.player.rotationYaw;
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float oldYaw = mc.player.rotationYaw;
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@ -49,6 +61,14 @@ public final class RayTraceUtils implements Helper {
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return result;
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return result;
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}
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}
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/**
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* Performs a block raytrace with the specified rotations. This should only be used when
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* any entity collisions can be ignored, because this method will not recognize if an
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* entity is in the way or not. The local player's block reach distance will be used.
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*
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* @param rotation The rotation to raytrace towards
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* @return The calculated raytrace result
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*/
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public static RayTraceResult rayTraceTowards(Rotation rotation) {
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public static RayTraceResult rayTraceTowards(Rotation rotation) {
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double blockReachDistance = mc.playerController.getBlockReachDistance();
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double blockReachDistance = mc.playerController.getBlockReachDistance();
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Vec3d start = mc.player.getPositionEyes(1.0F);
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Vec3d start = mc.player.getPositionEyes(1.0F);
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