Prevent new self disguises glitching out
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@ -706,10 +706,17 @@ public abstract class Disguise {
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task = Bukkit.getScheduler().runTaskTimer(plugin, velocityRunnable, 1, 1);
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// Stick the disguise in the disguises bin
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DisguiseUtilities.addDisguise(entity.getUniqueId(), (TargetedDisguise) this);
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if (isSelfDisguiseVisible() && getEntity() instanceof Player) {
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DisguiseUtilities.removeSelfDisguise((Player) getEntity());
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}
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// Resend the disguised entity's packet
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DisguiseUtilities.refreshTrackers((TargetedDisguise) this);
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// If he is a player, then self disguise himself
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DisguiseUtilities.setupFakeDisguise(this);
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Bukkit.getScheduler().scheduleSyncDelayedTask(plugin, new Runnable() {
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public void run() {
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DisguiseUtilities.setupFakeDisguise(Disguise.this);
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}
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}, 2);
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return true;
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}
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}
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@ -284,7 +284,7 @@ public class PacketsManager {
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spawnPackets[0] = new PacketContainer(PacketType.Play.Server.SPAWN_ENTITY_LIVING);
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StructureModifier<Object> mods = spawnPackets[0].getModifier();
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mods.write(0, disguisedEntity.getEntityId());
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mods.write(1, disguise.getType().getTypeId()); // TODO
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mods.write(1, disguise.getType().getTypeId());
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double d1 = 3.9D;
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double d2 = vec.getX();
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double d3 = vec.getY();
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