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quick fix : Statement with empty body
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@@ -333,9 +333,9 @@ public class ArrowEntity extends EntityArrow implements IEntityAdditionalSpawnDa
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speed = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
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this.rotationYaw = (float) (Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
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for (this.rotationPitch = (float) (Math.atan2(this.motionY, speed) * 180.0D / Math.PI);
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this.rotationPitch - this.prevRotationPitch < -180.0F;
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this.prevRotationPitch -= 360.0F) {
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this.rotationPitch = (float) (Math.atan2(this.motionY, speed) * 180.0D / Math.PI);
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while (this.rotationPitch - this.prevRotationPitch < -180.0F) {
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this.prevRotationPitch -= 360.0F;
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}
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while (this.rotationPitch - this.prevRotationPitch >= 180.0F) {
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@@ -219,12 +219,19 @@ public class RotatingBase extends Entity implements IEntityAdditionalSpawnData {
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posZ += motionZ;
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float f1 = MathHelper.sqrt_double(motionX * motionX + motionZ * motionZ);
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rotationYaw = (float) ((Math.atan2(motionX, motionZ) * 180D) / 3.1415927410125732D);
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for (rotationPitch = (float) ((Math.atan2(motionY, f1) * 180D) / 3.1415927410125732D);
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rotationPitch - prevRotationPitch < -180F;
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prevRotationPitch -= 360F) {}
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for (; rotationPitch - prevRotationPitch >= 180F; prevRotationPitch += 360F) {}
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for (; rotationYaw - prevRotationYaw < -180F; prevRotationYaw -= 360F) {}
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for (; rotationYaw - prevRotationYaw >= 180F; prevRotationYaw += 360F) {}
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rotationPitch = (float) ((Math.atan2(motionY, f1) * 180D) / 3.1415927410125732D);
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while (rotationPitch - prevRotationPitch < -180F) {
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prevRotationPitch -= 360F;
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}
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while (rotationPitch - prevRotationPitch >= 180F) {
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prevRotationPitch += 360F;
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}
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while (rotationYaw - prevRotationYaw < -180F) {
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prevRotationYaw -= 360F;
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}
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while (rotationYaw - prevRotationYaw >= 180F) {
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prevRotationYaw += 360F;
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}
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rotationPitch = prevRotationPitch + (rotationPitch - prevRotationPitch) * 0.2F;
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rotationYaw = prevRotationYaw + (rotationYaw - prevRotationYaw) * 0.2F;
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float f2 = 0.99F;
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@@ -251,7 +258,10 @@ public class RotatingBase extends Entity implements IEntityAdditionalSpawnData {
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setPosition(posX, posY, posZ);
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if (!onGround) {
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prevBoomerangRotation = boomerangRotation;
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for (boomerangRotation += 36F; boomerangRotation > 360F; boomerangRotation -= 360F) {}
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boomerangRotation += 36F;
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while (boomerangRotation > 360F) {
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boomerangRotation -= 360F;
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}
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}
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}
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