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CrystalAura: b1g update hot fixes (hopefully final)
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@ -111,16 +111,22 @@ public final class CrystalAuraModule extends Module {
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switch (event.getStage()) {
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case PRE:
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// place position reset
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if (mc.player.getDistance(this.currentPlacePosition.getX(), this.currentPlacePosition.getY(), this.currentPlacePosition.getZ()) > this.placeRadius.getValue())
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this.currentPlacePosition = null;
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if (currentPlacePosition != null) {
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if (mc.player.getDistance(this.currentPlacePosition.getX(), this.currentPlacePosition.getY(), this.currentPlacePosition.getZ()) > this.placeRadius.getValue())
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this.currentPlacePosition = null;
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}
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// crystal reset
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if ((mc.player.getDistance(this.currentAttackEntity) > this.attackRadius.getValue()) || !this.currentAttackEntity.isEntityAlive())
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this.currentAttackEntity = null;
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if (currentAttackEntity != null) {
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if ((mc.player.getDistance(this.currentAttackEntity) > this.attackRadius.getValue()) || !this.currentAttackEntity.isEntityAlive())
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this.currentAttackEntity = null;
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}
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// target reset
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if ((mc.player.getDistance(this.currentAttackPlayer) > this.attackMaxDistance.getValue()) || !this.currentAttackPlayer.isEntityAlive())
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this.currentAttackPlayer = null;
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if (currentAttackPlayer != null) {
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if ((mc.player.getDistance(this.currentAttackPlayer) > this.attackMaxDistance.getValue()) || !this.currentAttackPlayer.isEntityAlive())
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this.currentAttackPlayer = null;
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}
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//this.currentPlacePosition = null;
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//this.currentAttackEntity = null;
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