I've created a high velocity projectile, but the velocity clamp is preventing it from drawing correctly.
I have already found the class where the clamping is taking place.
Would it be possible to solve this problem by simply rewriting this class entirely with mixin and deleting the clamping part?
When I heard about a similar issue before, I was told that it could be solved by sending the velocity as a float or double in a custom packet, but in this case, do I still need to mix it in where I'm sending the EntityVelocityUpdateS2CPacket?