public void h() {
    if (!this.world.isStatic
        && (this.shooter != null && this.shooter.dead
            || !this.world.isLoaded((int) this.locX, (int) this.locY, (int) this.locZ))) {
      this.die();
    } else {
      super.h();
      this.setOnFire(1);
      if (this.i) {
        if (this.world.getType(this.e, this.f, this.g) == this.h) {
          ++this.j;
          if (this.j == 600) {
            this.die();
          }

          return;
        }

        this.i = false;
        this.motX *= (double) (this.random.nextFloat() * 0.2F);
        this.motY *= (double) (this.random.nextFloat() * 0.2F);
        this.motZ *= (double) (this.random.nextFloat() * 0.2F);
        this.j = 0;
        this.au = 0;
      } else {
        ++this.au;
      }

      Vec3D vec3d = this.world.getVec3DPool().create(this.locX, this.locY, this.locZ);
      Vec3D vec3d1 =
          this.world
              .getVec3DPool()
              .create(this.locX + this.motX, this.locY + this.motY, this.locZ + this.motZ);
      MovingObjectPosition movingobjectposition = this.world.a(vec3d, vec3d1);

      vec3d = this.world.getVec3DPool().create(this.locX, this.locY, this.locZ);
      vec3d1 =
          this.world
              .getVec3DPool()
              .create(this.locX + this.motX, this.locY + this.motY, this.locZ + this.motZ);
      if (movingobjectposition != null) {
        vec3d1 =
            this.world
                .getVec3DPool()
                .create(
                    movingobjectposition.pos.c,
                    movingobjectposition.pos.d,
                    movingobjectposition.pos.e);
      }

      Entity entity = null;
      List list =
          this.world.getEntities(
              this, this.boundingBox.a(this.motX, this.motY, this.motZ).grow(1.0D, 1.0D, 1.0D));
      double d0 = 0.0D;

      for (int i = 0; i < list.size(); ++i) {
        Entity entity1 = (Entity) list.get(i);

        if (entity1.R() && (!entity1.h(this.shooter) || this.au >= 25)) {
          float f = 0.3F;
          AxisAlignedBB axisalignedbb =
              entity1.boundingBox.grow((double) f, (double) f, (double) f);
          MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);

          if (movingobjectposition1 != null) {
            double d1 = vec3d.d(movingobjectposition1.pos);

            if (d1 < d0 || d0 == 0.0D) {
              entity = entity1;
              d0 = d1;
            }
          }
        }
      }

      if (entity != null) {
        movingobjectposition = new MovingObjectPosition(entity);
      }

      if (movingobjectposition != null) {
        this.a(movingobjectposition);
      }

      this.locX += this.motX;
      this.locY += this.motY;
      this.locZ += this.motZ;
      float f1 = MathHelper.sqrt(this.motX * this.motX + this.motZ * this.motZ);

      this.yaw = (float) (Math.atan2(this.motZ, this.motX) * 180.0D / 3.1415927410125732D) + 90.0F;

      for (this.pitch =
              (float) (Math.atan2((double) f1, this.motY) * 180.0D / 3.1415927410125732D) - 90.0F;
          this.pitch - this.lastPitch < -180.0F;
          this.lastPitch -= 360.0F) {;
      }

      while (this.pitch - this.lastPitch >= 180.0F) {
        this.lastPitch += 360.0F;
      }

      while (this.yaw - this.lastYaw < -180.0F) {
        this.lastYaw -= 360.0F;
      }

      while (this.yaw - this.lastYaw >= 180.0F) {
        this.lastYaw += 360.0F;
      }

      this.pitch = this.lastPitch + (this.pitch - this.lastPitch) * 0.2F;
      this.yaw = this.lastYaw + (this.yaw - this.lastYaw) * 0.2F;
      float f2 = this.e();

      if (this.M()) {
        for (int j = 0; j < 4; ++j) {
          float f3 = 0.25F;

          this.world.addParticle(
              "bubble",
              this.locX - this.motX * (double) f3,
              this.locY - this.motY * (double) f3,
              this.locZ - this.motZ * (double) f3,
              this.motX,
              this.motY,
              this.motZ);
        }

        f2 = 0.8F;
      }

      this.motX += this.dirX;
      this.motY += this.dirY;
      this.motZ += this.dirZ;
      this.motX *= (double) f2;
      this.motY *= (double) f2;
      this.motZ *= (double) f2;
      this.world.addParticle("smoke", this.locX, this.locY + 0.5D, this.locZ, 0.0D, 0.0D, 0.0D);
      this.setPosition(this.locX, this.locY, this.locZ);
    }
  }