Сбивается поворот Энтити после компиляции

Версия Minecraft
1.5.2
API
Forge
63
1
5
Привет.
У меня есть обычный EntityThrowable который практически без изменений, разве что убрана гравитация. И дело в том что на сервере и клиенте ЧЕРЕЗ эклипс с ее поворотом все нормально (летит прямо), а после компиляции на сервере она спавнится с поворотом в одну сторону и дальше ей приходится разворачиваться. Что не есть хорошо.
Ясно дело что СКОРЕЕ ВСЕГО будут придирки к коду с её направлением (который я не редачил), но мне интересно почему это происходит именно после компиляции.
Код если нужен:
EntityCustomArrow:
public class EntityCustomArrow extends EntityThrowable
{
    private EntityPlayer shooter;
    private int damage;
    private int xTile = -1;
    private int yTile = -1;
    private int zTile = -1;
    private int inTile = 0;
    protected boolean inGround = false;
    public int throwableShake = 0;

    private String shooterName;
    private int ticksInGround;
    private int ticksInAir = 0;
    
    public String hitSound;

    public EntityCustomArrow(World world)
    {
        super(world);
    }

    public EntityCustomArrow(World world, EntityLiving el, int damage, String hitSound)
    {
        super(world, el);
        this.shooter = (EntityPlayer)el;
        this.damage = damage;
        this.hitSound = hitSound;
        this.shooter = (EntityPlayer) el;
        this.setSize(0.25F, 0.25F);
        this.setLocationAndAngles(el.posX, el.posY + (double)el.getEyeHeight(), el.posZ, el.rotationYaw, el.rotationPitch);
        this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
        this.posY -= 0.10000000149011612D;
        this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
        this.setPosition(this.posX, this.posY, this.posZ);
        this.yOffset = 0.0F;
        float f = 0.4F;
        this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI) * f);
        this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI) * f);
        this.motionY = (double)(-MathHelper.sin((this.rotationPitch + this.func_70183_g()) / 180.0F * (float)Math.PI) * f);
        this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, 2.0f, 0.0F);
    }

    public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
    {
        float f2 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
        par1 /= (double)f2;
        par3 /= (double)f2;
        par5 /= (double)f2;
        par1 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
        par3 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
        par5 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
        par1 *= (double)par7;
        par3 *= (double)par7;
        par5 *= (double)par7;
        this.motionX = par1;
        this.motionY = par3;
        this.motionZ = par5;
        float f3 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
        this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
        this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f3) * 180.0D / Math.PI);
    }

    public void onUpdate()
    {
        this.lastTickPosX = this.posX;
        this.lastTickPosY = this.posY;
        this.lastTickPosZ = this.posZ;
        super.onUpdate();

        if (this.throwableShake > 0)
        {
            --this.throwableShake;
        }
/*
        if (this.inGround)
        {
            int i = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);

            if (i == this.inTile)
            {
                ++this.ticksInGround;

                if (this.ticksInGround == 1200)
                {
                    this.setDead();
                }

                return;
            }

            this.inGround = false;
            this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
            this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
            this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
            this.ticksInGround = 0;
            this.ticksInAir = 0;
        }
        else
        {*/
            ++this.ticksInAir;
            
            if(this.ticksInAir == 1200) {
                this.setDead();
            }
            
        

        Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
        Vec3 vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
        MovingObjectPosition movingobjectposition = this.worldObj.rayTraceBlocks(vec3, vec31);
        vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
        vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);

        if (movingobjectposition != null)
        {
            vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord);
        }

        if (!this.worldObj.isRemote)
        {
            Entity entity = null;
            List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
            double d0 = 0.0D;
            EntityLiving entityliving = this.getThrower();

            for (int j = 0; j < list.size(); ++j)
            {
                Entity entity1 = (Entity)list.get(j);

                if (entity1.canBeCollidedWith() && (entity1 != entityliving || this.ticksInAir >= 5))
                {
                    float f = 0.25F;
                    AxisAlignedBB axisalignedbb = entity1.boundingBox.expand((double)f, (double)f, (double)f);
                    MovingObjectPosition movingobjectposition1 = axisalignedbb.calculateIntercept(vec3, vec31);

                    if (movingobjectposition1 != null)
                    {
                        double d1 = vec3.distanceTo(movingobjectposition1.hitVec);

                        if (d1 < d0 || d0 == 0.0D)
                        {
                            entity = entity1;
                            d0 = d1;
                        }
                    }
                }
            }

            if (entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }
        }

        if (movingobjectposition != null)
        {
            if (movingobjectposition.typeOfHit == EnumMovingObjectType.TILE && this.worldObj.getBlockId(movingobjectposition.blockX, movingobjectposition.blockY, movingobjectposition.blockZ) == Block.portal.blockID)
            {
                this.setInPortal();
            }
            else
            {
                this.onImpact(movingobjectposition);
            }
        }

        this.posX += this.motionX;
        this.posY += this.motionY;
        this.posZ += this.motionZ;
        float f1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
        this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);

        for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f1) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
        {
            ;
        }

        while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
        {
            this.prevRotationPitch += 360.0F;
        }

        while (this.rotationYaw - this.prevRotationYaw < -180.0F)
        {
            this.prevRotationYaw -= 360.0F;
        }

        while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
        {
            this.prevRotationYaw += 360.0F;
        }

        this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
        this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
        float f2 = 0.99F;
        float f3 = this.getGravityVelocity();

        if (this.isInWater())
        {
            for (int k = 0; k < 4; ++k)
            {
                float f4 = 0.25F;
                this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f4, this.posY - this.motionY * (double)f4, this.posZ - this.motionZ * (double)f4, this.motionX, this.motionY, this.motionZ);
            }

            f2 = 0.8F;
        }

        this.motionX *= (double)f2;
        this.motionY *= (double)f2;
        this.motionZ *= (double)f2;
        this.motionY -= (double)f3;
        this.setPosition(this.posX, this.posY, this.posZ);
    }

    protected float getGravityVelocity()
    {
        return 0.00F;
    }

    @Override
    protected void onImpact(MovingObjectPosition movingobjectposition)
    {
        if (movingobjectposition.entityHit instanceof EntityLiving)
        {
            DamageSource playerSource = DamageSource.causePlayerDamage(this.shooter);
            movingobjectposition.entityHit.attackEntityFrom(playerSource, this.damage);
        }
        this.playSound(this.hitSound, 0.16f, 1.0f);

        this.setDead();
    }
}
 
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