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Fixing precision issues, fixing falses in Horizontal and Vertical, temp remove Phase, optimizations
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@@ -214,9 +214,9 @@ public class Helper {
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int z2 = (int) Math.floor(collisionBox.maxZ + 1);
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List<SimpleCollisionBox> collisionBoxes = new ArrayList<>();
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Block block;
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for (int x = x1; x < x2; x++)
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for (int y = y1 - 1; y < y2; y++)
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for (int z = z1; z < z2; z++)
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for (int x = x1; x < x2; ++x)
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for (int y = y1 - 1; y < y2; ++y)
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for (int z = z1; z < z2; ++z)
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if ((block = getBlockAt(world, x, y, z)) != null
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&& BlockUtils.getXMaterial(block.getType()) != XMaterial.AIR)
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if (Materials.checkFlag(block.getType(),mask)) {
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