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made armor stands in ponder scenes less likely to break to null worlds
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@ -52,6 +52,8 @@ import net.minecraft.util.math.vector.Vector3d;
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import net.minecraft.util.math.vector.Vector3i;
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import net.minecraft.util.math.vector.Vector4f;
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import javax.annotation.Nullable;
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public class PonderScene {
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public static final String TITLE_KEY = "header";
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@ -79,6 +81,7 @@ public class PonderScene {
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Vector3d pointOfInterest;
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Vector3d chasingPointOfInterest;
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WorldSectionElement baseWorldSection;
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@Nullable
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Entity renderViewEntity;
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int basePlateOffsetX;
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@ -112,7 +115,7 @@ public class PonderScene {
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basePlateSize = getBounds().getXSpan();
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info = new SceneRenderInfo();
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baseWorldSection = new WorldSectionElement();
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renderViewEntity = new ArmorStandEntity(world, 0, 0, 0);
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renderViewEntity = world != null ? new ArmorStandEntity(world, 0, 0, 0) : null;
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keyframeTimes = new IntArrayList(4);
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scaleFactor = 1;
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yOffset = 0;
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@ -486,7 +489,8 @@ public class PonderScene {
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public void updateSceneRVE(float pt) {
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Vector3d v = screenToScene(width / 2, height / 2, 500, pt);
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renderViewEntity.setPos(v.x, v.y, v.z);
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if (renderViewEntity != null)
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renderViewEntity.setPos(v.x, v.y, v.z);
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}
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public Vector3d screenToScene(double x, double y, int depth, float pt) {
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