fix a bunch of compile issues
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@ -47,10 +47,10 @@
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+ // copied the last function parameter (listed below)
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+ Vec3 vec3d = traverseContext.getFrom().subtract(traverseContext.getTo());
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+
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+ return BlockHitResult.miss(traverseContext.getTo(), Direction.getApproximateNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(raytrace1.getTo()));
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+ return BlockHitResult.miss(traverseContext.getTo(), Direction.getApproximateNearest(vec3d.x, vec3d.y, vec3d.z), BlockPos.containing(traverseContext.getTo()));
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+ }
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+ // Paper end - Prevent raytrace from loading chunks
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+ if (blockState.isAir() || (canCollide != null && this instanceof LevelAccessor levelAccessor && !canCollide.test(org.bukkit.craftbukkit.block.CraftBlock.at(levelAccessor, blockposition)))) return null; // Paper - Perf: optimise air cases & check canCollide predicate
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+ if (blockState.isAir() || (canCollide != null && this instanceof LevelAccessor levelAccessor && !canCollide.test(org.bukkit.craftbukkit.block.CraftBlock.at(levelAccessor, traversePos)))) return null; // Paper - Perf: optimise air cases & check canCollide predicate
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+ FluidState fluidState = blockState.getFluidState(); // Paper - Perf: don't need to go to world state again
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Vec3 from = traverseContext.getFrom();
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Vec3 to = traverseContext.getTo();
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