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Fix Anchor Point Helper issue on NPCs
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@@ -53,7 +53,7 @@ public class AbilityLaserShot extends Ability implements IAbilityLaserShot {
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this.minRange = 3.0f;
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this.cooldownTicks = 0;
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this.windUpTicks = 15;
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this.lockMovement = LockMovementType.WINDUP;
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this.lockMovement = LockMovementType.WINDUP_AND_ACTIVE;
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this.telegraphType = TelegraphType.LINE;
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this.showTelegraph = true;
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// Default built-in animations
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@@ -460,13 +460,11 @@ public class EntityAbilityBeam extends EntityAbilityProjectile {
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);
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}
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// Offset downward by half headSize to center
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double centeredY = pos.yCoord - headSize * 0.5;
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setPosition(pos.xCoord, centeredY, pos.zCoord);
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setPosition(pos.xCoord, pos.yCoord, pos.zCoord);
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// Also update origin for when firing starts
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startX = pos.xCoord;
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startY = centeredY;
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startY = pos.yCoord;
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startZ = pos.zCoord;
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}
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@@ -229,9 +229,8 @@ public class AnchorPointHelper {
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double blockZ = modelZ * MODEL_SCALE * scale;
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// Apply body yaw rotation
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// Renderer uses glRotate(180 - yaw), so: cos(180-yaw) = -cos(yaw), sin(180-yaw) = sin(yaw)
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// Y-axis rotation: x' = x*cos + z*sin, z' = -x*sin + z*cos
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// Substituting: x' = -x*cos(yaw) + z*sin(yaw), z' = -x*sin(yaw) - z*cos(yaw)
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// Renderer applies glRotatef(180 - yaw) then glScalef(-1, -1, 1).
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// Combined transform: x' = mx*cos(yaw) + mz*sin(yaw), z' = mx*sin(yaw) - mz*cos(yaw)
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float bodyYaw = (float) Math.toRadians(entity.renderYawOffset);
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double cosYaw = Math.cos(bodyYaw);
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double sinYaw = Math.sin(bodyYaw);
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