Spell hierarchisation and refactoring, plus miscellaneous renaming and minor refactoring
- Adds new generic spell superclasses which aim to group spells such that duplicate code is eliminated, and functions standardised, as much as possible. - Removes numerous spell classes which are no longer required as a result of this change, and replaces them with instances of the relevant generic spell classes. - Changes the remaining spell classes to fit with the new system, mostly by having them extend the generic spell classes. - Completes the transfer of particle spawning to the ParticleBuilder system.
This commit is contained in:
@@ -59,7 +59,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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/** Seems to be some sort of timer for animating an arrow. */
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public int arrowShake;
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/** The owner of this arrow. */
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private WeakReference<EntityLivingBase> shootingEntity;
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private WeakReference<EntityLivingBase> caster;
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/**
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* The UUID of the caster. Note that this is only for loading purposes; during normal updates the actual entity
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* instance is stored (so that getEntityByUUID is not called constantly), so this will not always be synced (this is
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@@ -70,87 +70,74 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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int ticksInAir;
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/** The amount of knockback an arrow applies when it hits a mob. */
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private int knockbackStrength;
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/**
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* The damage multiplier for the arrow. Normally this isn't set directly, since it can be done via the constructor.
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* An exception is where other entities need to pass in their multipliers, e.g. ice charge.
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*/
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/** The damage multiplier for the projectile. */
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public float damageMultiplier = 1.0f;
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/** Basic shell constructor. Should only be used by the client. */
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/** Creates a new projectile in the given world. */
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public EntityMagicArrow(World world){
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super(world);
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this.setSize(0.5F, 0.5F);
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}
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/**
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* Creates a projectile at position xyz in world, with no motion. Do not create a projectile with this constructor
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* and then call setVelocity() as that method is, bizarrely, client-side only.
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*/
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public EntityMagicArrow(World world, double x, double y, double z){
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super(world);
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this.setSize(0.5F, 0.5F);
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this.setPosition(x, y, z);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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}
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/**
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* Creates a projectile at the position of the caster, pointing at the given target. The trajectory seems to be
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* altered slightly by a random amount determined by the aimingError parameter. For reference, skeletons set this to
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* 10 on easy, 6 on normal and 2 on hard difficulty.
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*/
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public EntityMagicArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError,
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float damageMultiplier){
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super(world);
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this.shootingEntity = new WeakReference<EntityLivingBase>(caster);
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this.damageMultiplier = damageMultiplier;
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this.posY = caster.posY + (double)caster.getEyeHeight() - 0.10000000149011612D;
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double d0 = target.posX - caster.posX;
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double d1 = this.doGravity() ? target.getEntityBoundingBox().minY + (double)(target.height / 3.0F) - this.posY
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: target.getEntityBoundingBox().minY + (double)(target.height / 2.0F) - this.posY;
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double d2 = target.posZ - caster.posZ;
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double d3 = (double)MathHelper.sqrt(d0 * d0 + d2 * d2);
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if(d3 >= 1.0E-7D){
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float f2 = (float)(Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F;
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float f3 = (float)(-(Math.atan2(d1, d3) * 180.0D / Math.PI));
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double d4 = d0 / d3;
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double d5 = d2 / d3;
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this.setLocationAndAngles(caster.posX + d4, this.posY, caster.posZ + d5, f2, f3);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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// f4 depends on the horizontal distance between the two entities and accounts for bullet drop,
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// but of course if gravity is ignored this should be 0.
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float bulletDropCompensation = this.doGravity() ? (float)d3 * 0.2F : 0;
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this.shoot(d0, d1 + (double)bulletDropCompensation, d2, speed, aimingError);
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}
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}
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/**
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* Creates a projectile pointing in the direction the caster is looking, with the given speed. <b>Use this
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* constructor for normal, player-cast spells.
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*/
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public EntityMagicArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier){
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super(world);
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this.shootingEntity = new WeakReference<EntityLivingBase>(caster);
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this.damageMultiplier = damageMultiplier;
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this.setSize(0.5F, 0.5F);
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// Initialiser methods
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/** Sets the shooter of the projectile to the given caster, positions the projctile at the given caster's eyes and
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* aims it in the direction they are looking with the given speed. */
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public void aim(EntityLivingBase caster, float speed){
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this.setCaster(caster);
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this.setLocationAndAngles(caster.posX, caster.posY + (double)caster.getEyeHeight(), caster.posZ,
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caster.rotationYaw, caster.rotationPitch);
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this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
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this.posY -= 0.10000000149011612D;
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this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
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this.setPosition(this.posX, this.posY, this.posZ);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI)
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* MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
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this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
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this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI)
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* MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
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this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
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this.shoot(this.motionX, this.motionY, this.motionZ, speed * 1.5F, 1.0F);
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}
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/** Sets the shooter of the projectile to the given caster, positions the projctile at the given caster's eyes and
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* aims it at the given target with the given speed. The trajectory will be altered slightly by a random amount
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* determined by the aimingError parameter. For reference, skeletons set this to 10 on easy, 6 on normal and 2 on hard
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* difficulty. */
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public void aim(EntityLivingBase caster, Entity target, float speed, float aimingError){
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this.setCaster(caster);
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this.posY = caster.posY + (double)caster.getEyeHeight() - 0.1d;
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double dx = target.posX - caster.posX;
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double dy = this.doGravity() ? target.getEntityBoundingBox().minY + (double)(target.height / 3.0f) - this.posY
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: target.getEntityBoundingBox().minY + (double)(target.height / 2.0f) - this.posY;
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double dz = target.posZ - caster.posZ;
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double horizontalDistance = (double)MathHelper.sqrt(dx * dx + dz * dz);
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if(horizontalDistance >= 1.0E-7D){
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float yaw = (float)(Math.atan2(dz, dx) * 180.0d / Math.PI) - 90.0f;
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float pitch = (float)(-(Math.atan2(dy, horizontalDistance) * 180.0d / Math.PI));
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double dxNormalised = dx / horizontalDistance;
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double dzNormalised = dz / horizontalDistance;
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this.setLocationAndAngles(caster.posX + dxNormalised, this.posY, caster.posZ + dzNormalised, yaw, pitch);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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// Depends on the horizontal distance between the two entities and accounts for bullet drop,
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// but of course if gravity is ignored this should be 0 since there is no bullet drop.
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float bulletDropCompensation = this.doGravity() ? (float)horizontalDistance * 0.2f : 0;
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this.shoot(dx, dy + (double)bulletDropCompensation, dz, speed, aimingError);
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}
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}
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// Property getters (to be overridden by subclasses)
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/** Subclasses must override this to set their own base damage. */
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public abstract double getDamage();
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@@ -180,86 +167,52 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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return false;
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}
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// Setters and getters
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/** Sets the amount of knockback the projectile applies when it hits a mob. */
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public void setKnockbackStrength(int knockback){
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this.knockbackStrength = knockback;
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}
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/**
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* Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
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* Returns the EntityLivingBase that created this construct, or null if it no longer exists. Cases where the entity
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* may no longer exist are: entity died or was deleted, mob despawned, player logged out, entity teleported to
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* another dimension, or this construct simply had no caster in the first place.
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*/
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@Override
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public void shoot(double x, double y, double z, float speed, float randomness){
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float f2 = MathHelper.sqrt(x * x + y * y + z * z);
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x /= (double)f2;
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y /= (double)f2;
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z /= (double)f2;
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x += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D
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* (double)randomness;
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y += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D
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* (double)randomness;
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z += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D
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* (double)randomness;
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x *= (double)speed;
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y *= (double)speed;
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z *= (double)speed;
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this.motionX = x;
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this.motionY = y;
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this.motionZ = z;
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float f3 = MathHelper.sqrt(x * x + z * z);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)f3) * 180.0D / Math.PI);
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this.ticksInGround = 0;
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public EntityLivingBase getCaster(){
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return caster == null ? null : caster.get();
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}
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// There was an override for setPositionAndRotationDirect here, but it was exactly the same as the superclass
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// method (in Entity), so it was removed since it was redundant.
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/**
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* Sets the velocity to the args. Args: x, y, z. THIS IS CLIENT SIDE ONLY! DO NOT USE IN COMMON OR SERVER CODE!
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*/
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@Override
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@SideOnly(Side.CLIENT)
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public void setVelocity(double p_70016_1_, double p_70016_3_, double p_70016_5_){
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this.motionX = p_70016_1_;
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this.motionY = p_70016_3_;
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this.motionZ = p_70016_5_;
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if(this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F){
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float f = MathHelper.sqrt(p_70016_1_ * p_70016_1_ + p_70016_5_ * p_70016_5_);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(p_70016_1_, p_70016_5_) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(p_70016_3_, (double)f) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch;
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this.prevRotationYaw = this.rotationYaw;
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this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
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this.ticksInGround = 0;
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}
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public void setCaster(EntityLivingBase entity){
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caster = new WeakReference<EntityLivingBase>(entity);
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}
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// Methods triggered during the update cycle
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/**
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* Called each tick when the projectile is in a block. Defaults to setDead(), but can be overridden to change the
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* behaviour.
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*/
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public void tickInGround(){
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/** Called each tick when the projectile is in a block. Defaults to setDead(), but can be overridden to change the
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* behaviour. */
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protected void tickInGround(){
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this.setDead();
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}
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/** Called each tick when the projectile is in the air. Override to add particles and such like. */
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public void tickInAir(){
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}
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protected void tickInAir(){}
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/** Called when the projectile hits an entity. Override to add potion effects and such like. */
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public void onEntityHit(EntityLivingBase entityHit){
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}
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protected void onEntityHit(EntityLivingBase entityHit){}
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/** Called when the projectile hits a block. Override to add sound effects and such like. */
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public void onBlockHit(){
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}
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protected void onBlockHit(){}
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@Override
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public void onUpdate(){
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super.onUpdate();
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if(this.getShootingEntity() == null && this.casterUUID != null){
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if(this.getCaster() == null && this.casterUUID != null){
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Entity entity = WizardryUtilities.getEntityByUUID(world, casterUUID);
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if(entity instanceof EntityLivingBase){
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this.shootingEntity = new WeakReference<EntityLivingBase>((EntityLivingBase)entity);
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this.caster = new WeakReference<EntityLivingBase>((EntityLivingBase)entity);
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}
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}
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@@ -320,7 +273,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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for(i = 0; i < list.size(); ++i){
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Entity entity1 = (Entity)list.get(i);
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if(entity1.canBeCollidedWith() && (entity1 != this.getShootingEntity() || this.ticksInAir >= 5)){
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if(entity1.canBeCollidedWith() && (entity1 != this.getCaster() || this.ticksInAir >= 5)){
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f1 = 0.3F;
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AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().grow((double)f1, (double)f1,
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(double)f1);
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@@ -347,8 +300,8 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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&& raytraceresult.entityHit instanceof EntityPlayer){
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EntityPlayer entityplayer = (EntityPlayer)raytraceresult.entityHit;
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if(entityplayer.capabilities.disableDamage || this.getShootingEntity() instanceof EntityPlayer
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&& !((EntityPlayer)this.getShootingEntity()).canAttackPlayer(entityplayer)){
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if(entityplayer.capabilities.disableDamage || this.getCaster() instanceof EntityPlayer
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&& !((EntityPlayer)this.getCaster()).canAttackPlayer(entityplayer)){
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raytraceresult = null;
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}
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}
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@@ -359,11 +312,11 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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if(raytraceresult.entityHit != null){
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DamageSource damagesource = null;
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if(this.getShootingEntity() == null){
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if(this.getCaster() == null){
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damagesource = DamageSource.causeThrownDamage(this, this);
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}else{
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damagesource = MagicDamage.causeIndirectMagicDamage(this,
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(EntityLivingBase)this.getShootingEntity(), this.getDamageType()).setProjectile();
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(EntityLivingBase)this.getCaster(), this.getDamageType()).setProjectile();
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}
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if(raytraceresult.entityHit.attackEntityFrom(damagesource,
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@@ -386,17 +339,17 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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}
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// Thorns enchantment
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if(this.getShootingEntity() != null
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&& this.getShootingEntity() instanceof EntityLivingBase){
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EnchantmentHelper.applyThornEnchantments(entityHit, this.getShootingEntity());
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EnchantmentHelper.applyArthropodEnchantments((EntityLivingBase)this.getShootingEntity(),
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if(this.getCaster() != null
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&& this.getCaster() instanceof EntityLivingBase){
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EnchantmentHelper.applyThornEnchantments(entityHit, this.getCaster());
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EnchantmentHelper.applyArthropodEnchantments((EntityLivingBase)this.getCaster(),
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entityHit);
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}
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if(this.getShootingEntity() != null && raytraceresult.entityHit != this.getShootingEntity()
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if(this.getCaster() != null && raytraceresult.entityHit != this.getCaster()
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&& raytraceresult.entityHit instanceof EntityPlayer
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&& this.getShootingEntity() instanceof EntityPlayerMP){
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((EntityPlayerMP)this.getShootingEntity()).connection
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&& this.getCaster() instanceof EntityPlayerMP){
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((EntityPlayerMP)this.getCaster()).connection
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.sendPacket(new SPacketChangeGameState(6, 0.0F));
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}
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}
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@@ -497,6 +450,51 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
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}
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}
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@Override
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public void shoot(double x, double y, double z, float speed, float randomness){
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float f2 = MathHelper.sqrt(x * x + y * y + z * z);
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x /= (double)f2;
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y /= (double)f2;
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z /= (double)f2;
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x += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)randomness;
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y += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)randomness;
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z += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)randomness;
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x *= (double)speed;
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y *= (double)speed;
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z *= (double)speed;
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this.motionX = x;
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this.motionY = y;
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this.motionZ = z;
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float f3 = MathHelper.sqrt(x * x + z * z);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)f3) * 180.0D / Math.PI);
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this.ticksInGround = 0;
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}
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// There was an override for setPositionAndRotationDirect here, but it was exactly the same as the superclass
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// method (in Entity), so it was removed since it was redundant.
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/** Sets the velocity to the args. Args: x, y, z. THIS IS CLIENT SIDE ONLY! DO NOT USE IN COMMON OR SERVER CODE! */
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@Override
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@SideOnly(Side.CLIENT)
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public void setVelocity(double p_70016_1_, double p_70016_3_, double p_70016_5_){
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this.motionX = p_70016_1_;
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this.motionY = p_70016_3_;
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this.motionZ = p_70016_5_;
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if(this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F){
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float f = MathHelper.sqrt(p_70016_1_ * p_70016_1_ + p_70016_5_ * p_70016_5_);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(p_70016_1_, p_70016_5_) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(p_70016_3_, (double)f) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch;
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this.prevRotationYaw = this.rotationYaw;
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this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
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this.ticksInGround = 0;
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}
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}
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// Data reading and writing
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@Override
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||||
public void writeEntityToNBT(NBTTagCompound tag){
|
||||
tag.setShort("xTile", (short)this.blockX);
|
||||
@@ -512,8 +510,8 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
|
||||
tag.setByte("shake", (byte)this.arrowShake);
|
||||
tag.setByte("inGround", (byte)(this.inGround ? 1 : 0));
|
||||
tag.setFloat("damageMultiplier", this.damageMultiplier);
|
||||
if(this.getShootingEntity() != null){
|
||||
tag.setUniqueId("casterUUID", this.getShootingEntity().getUniqueID());
|
||||
if(this.getCaster() != null){
|
||||
tag.setUniqueId("casterUUID", this.getCaster().getUniqueID());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -531,58 +529,35 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
|
||||
this.damageMultiplier = tag.getFloat("damageMultiplier");
|
||||
casterUUID = tag.getUniqueId("casterUUID");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void writeSpawnData(ByteBuf buffer){
|
||||
if(this.getCaster() != null) buffer.writeInt(this.getCaster().getEntityId());
|
||||
}
|
||||
|
||||
/**
|
||||
* returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
|
||||
* prevent them from trampling crops
|
||||
*/
|
||||
@Override
|
||||
public void readSpawnData(ByteBuf buffer){
|
||||
if(buffer.isReadable()) this.caster = new WeakReference<EntityLivingBase>(
|
||||
(EntityLivingBase)this.world.getEntityByID(buffer.readInt()));
|
||||
}
|
||||
|
||||
// Miscellaneous overrides
|
||||
|
||||
@Override
|
||||
protected boolean canTriggerWalking(){
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canBeAttackedWithItem(){
|
||||
return false;
|
||||
}
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public float getShadowSize(){
|
||||
return 0.0F;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the amount of knockback the arrow applies when it hits a mob.
|
||||
*/
|
||||
public void setKnockbackStrength(int p_70240_1_){
|
||||
this.knockbackStrength = p_70240_1_;
|
||||
}
|
||||
|
||||
/**
|
||||
* If returns false, the item will not inflict any damage against entities.
|
||||
*/
|
||||
public boolean canAttackWithItem(){
|
||||
return false;
|
||||
}
|
||||
|
||||
public void writeSpawnData(ByteBuf buffer){
|
||||
if(this.getShootingEntity() != null) buffer.writeInt(this.getShootingEntity().getEntityId());
|
||||
}
|
||||
|
||||
public void readSpawnData(ByteBuf buffer){
|
||||
if(buffer.isReadable()) this.shootingEntity = new WeakReference<EntityLivingBase>(
|
||||
(EntityLivingBase)this.world.getEntityByID(buffer.readInt()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the EntityLivingBase that created this construct, or null if it no longer exists. Cases where the entity
|
||||
* may no longer exist are: entity died or was deleted, mob despawned, player logged out, entity teleported to
|
||||
* another dimension, or this construct simply had no caster in the first place.
|
||||
*/
|
||||
public EntityLivingBase getShootingEntity(){
|
||||
return shootingEntity == null ? null : shootingEntity.get();
|
||||
}
|
||||
|
||||
public void setShootingEntity(EntityLivingBase entity){
|
||||
shootingEntity = new WeakReference<EntityLivingBase>(entity);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void entityInit() {
|
||||
// TODO Auto-generated method stub
|
||||
}
|
||||
protected void entityInit(){}
|
||||
}
|
||||
Reference in New Issue
Block a user