targetZ - posZ).normalize();
Vec3D vec3d1 = Vec3D.createVector(
MathHelper.sin((rotationYaw * 3.141593F) / 180F), motionY,
-MathHelper.cos((rotationYaw * 3.141593F) / 180F))
.normalize();
float f18 = (float) (vec3d1.dotProduct(vec3d) + 0.5D) / 1.5F;
if (f18 < 0.0F) {
f18 = 0.0F;
}
randomYawVelocity *= 0.8F;
float f19 = MathHelper.sqrt_double(motionX * motionX + motionZ