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	Fixes pyramid particles having the wrong angle sometimes
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		@@ -84,14 +84,14 @@ public class ParticleSpawner implements Runnable {
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        drawSquare(world, location);
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					        drawSquare(world, location);
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        // Top: 0.5, 1, 0.5. Corner 1: 0, 0, 0. Corner 2: 1, 0, 0. Corner 3: 0, 0, 1, Corner 4: 1, 0, 1
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					        // Top: 0.5, 1, 0.5. Corner 1: 0, 0, 0. Corner 2: 1, 0, 0. Corner 3: 0, 0, 1, Corner 4: 1, 0, 1
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        double triangleHeight = 1;
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					        double triangleHeight = 1;
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        //TODO: This works fine for heightOffset = 1, but changing the height offset changes things. 0 offset causes
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        // the pyramid to become too wide. 2 offset causes the pyramid to become too narrow.
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        Vector topVector = new Vector(0.5, triangleHeight + heightOffset, 0.5);
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					        Vector topVector = new Vector(0.5, triangleHeight + heightOffset, 0.5);
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        Location topLocation = location.clone().add(topVector);
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					        Location topLocation = location.clone().add(topVector);
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        Vector line1Direction = new Vector(-0.5, 0, -0.5).subtract(topVector).normalize();
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					        double coordinateMin = -0.5 * heightOffset;
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        Vector line2Direction = new Vector(1.5, 0, -0.5).subtract(topVector).normalize();
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					        double coordinateMax = 1 + (0.5 * heightOffset);
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        Vector line3Direction = new Vector(-0.5, 0, 1.5).subtract(topVector).normalize();
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					        Vector line1Direction = new Vector(coordinateMin, 0, coordinateMin).subtract(topVector).normalize();
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        Vector line4Direction = new Vector(1.5, 0, 1.5).subtract(topVector).normalize();
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					        Vector line2Direction = new Vector(coordinateMax, 0, coordinateMin).subtract(topVector).normalize();
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					        Vector line3Direction = new Vector(coordinateMin, 0, coordinateMax).subtract(topVector).normalize();
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					        Vector line4Direction = new Vector(coordinateMax, 0, coordinateMax).subtract(topVector).normalize();
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        for (double x = 0; x <= triangleHeight; x += particleDensity) {
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					        for (double x = 0; x <= triangleHeight; x += particleDensity) {
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            spawnParticle(world, topLocation.clone().add(line1Direction.clone().multiply(x)));
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					            spawnParticle(world, topLocation.clone().add(line1Direction.clone().multiply(x)));
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