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Posted (edited)

Hi there! I am making a mob that summons an entity on spawn. I rotate this entity around the mob every tick. To do this, I wrote this function that is called from aiStep().

Entity shield_0; // this is summoned onSpawn
	
private void rotateShields() // this is called every tick from aiStep
{
    rotation_0 = rotate(rotation_0, 5f);
    rotation_1 = rotation_0 + 90.0f;

    if (this.shield_0 != null)
    {
        double shieldX = this.getX() + Math.cos(Math.toRadians(rotation_0)) * 2;
        double shieldZ = this.getZ() + Math.sin(Math.toRadians(rotation_0)) * 2;
        this.shield_0.setPos(shieldX, this.getY() + 2, shieldZ);
        this.shield_0.setYRot((rotation_0 - 90.0f));
    }
}
    
private float rotation_0;
float rotate(float rot, float timePerLoop)
{
    timePerLoop = 360.0f / (20 * timePerLoop);

    if (rot < 360)
        rot += timePerLoop;

    else { rot = 0; }

    return rot;
}

For some reason, the rotation of the entity works just fine while the y-pos of the entity slowly falls down until it hits the ground and jumps back up to where it is supposed to go.

I even did a "System.out.println(this.shield_0.getY());" and that prints out the correct y-value at a stable rate while the actual entity position in-game is wonky.

This strange behavior is leading me to believe that there is some weird syncing issue, but I have no idea how to solve it or why it's happening.

Edited by Koi
I figured it out
  • Koi changed the title to Some sort of syncing issue? (Resolved)

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