Adjust entity tracking ticks for several types
This fixes the jittery problem.
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@@ -54,13 +54,13 @@ void EntityTracker::addEntity(shared_ptr<Entity> e)
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else if (e->instanceof(eTYPE_THROWNEXPBOTTLE)) addEntity(e, 16 * 4, 10, true);
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else if (e->instanceof(eTYPE_FIREWORKS_ROCKET)) addEntity(e, 16 * 4, 10, true);
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else if (e->instanceof(eTYPE_ITEMENTITY)) addEntity(e, 16 * 4, 20, true);
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else if (e->instanceof(eTYPE_MINECART)) addEntity(e, 16 * 5, 3, true);
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else if (e->instanceof(eTYPE_BOAT)) addEntity(e, 16 * 5, 3, true);
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else if (e->instanceof(eTYPE_SQUID)) addEntity(e, 16 * 4, 3, true);
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else if (e->instanceof(eTYPE_WITHERBOSS)) addEntity(e, 16 * 5, 3, false);
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else if (e->instanceof(eTYPE_BAT)) addEntity(e, 16 * 5, 3, false);
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else if (dynamic_pointer_cast<Creature>(e)!=NULL) addEntity(e, 16 * 5, 3, true);
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else if (e->instanceof(eTYPE_ENDERDRAGON)) addEntity(e, 16 * 10, 3, true);
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else if (e->instanceof(eTYPE_MINECART)) addEntity(e, 16 * 5, 1, true);
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else if (e->instanceof(eTYPE_BOAT)) addEntity(e, 16 * 5, 1, true);
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else if (e->instanceof(eTYPE_SQUID)) addEntity(e, 16 * 4, 1, true);
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else if (e->instanceof(eTYPE_WITHERBOSS)) addEntity(e, 16 * 5, 1, false);
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else if (e->instanceof(eTYPE_BAT)) addEntity(e, 16 * 5, 1, false);
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else if (dynamic_pointer_cast<Creature>(e)!=NULL) addEntity(e, 16 * 5, 1, true);
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else if (e->instanceof(eTYPE_ENDERDRAGON)) addEntity(e, 16 * 10, 1, true);
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else if (e->instanceof(eTYPE_PRIMEDTNT)) addEntity(e, 16 * 10, 10, true);
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else if (e->instanceof(eTYPE_FALLINGTILE)) addEntity(e, 16 * 10, 20, true);
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else if (e->instanceof(eTYPE_HANGING_ENTITY)) addEntity(e, 16 * 10, INT_MAX, false);
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@@ -245,4 +245,4 @@ shared_ptr<TrackedEntity> EntityTracker::getTracker(shared_ptr<Entity> e)
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return it->second;
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}
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return nullptr;
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}
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}
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