Initial 1.11.2 update

This commit is contained in:
Electroblob
2018-02-07 21:15:50 +00:00
parent 67f6be0671
commit 3df5597dcc
368 changed files with 17234 additions and 15082 deletions
@@ -10,50 +10,43 @@ import net.minecraftforge.fml.relauncher.SideOnly;
// Copied from MovingSoundMinecart; if it ever breaks between updates take a look at that.
@SideOnly(Side.CLIENT)
public class MovingSoundEntity extends MovingSound
{
private final Entity source;
private float distance = 0.0F;
public class MovingSoundEntity extends MovingSound {
private final Entity source;
private float distance = 0.0F;
public MovingSoundEntity(Entity entity, SoundEvent sound, float volume, float pitch, boolean repeat)
{
// Uses BLOCKS because that's the closest thing to inanimate entities. Could use NEUTRAL like MovingSoundMinecart.
super(sound, SoundCategory.BLOCKS);
this.source = entity;
this.repeat = repeat;
this.volume = volume;
this.pitch = pitch;
this.repeatDelay = 0;
}
public MovingSoundEntity(Entity entity, SoundEvent sound, float volume, float pitch, boolean repeat){
// Uses BLOCKS because that's the closest thing to inanimate entities. Could use NEUTRAL like
// MovingSoundMinecart.
super(sound, SoundCategory.BLOCKS);
this.source = entity;
this.repeat = repeat;
this.volume = volume;
this.pitch = pitch;
this.repeatDelay = 0;
}
/**
* Updates the JList with a new model.
*/
@Override
public void update()
{
if (this.source.isDead && repeat)
{
this.donePlaying = true;
}
else
{
this.xPosF = (float)this.source.posX;
this.yPosF = (float)this.source.posY;
this.zPosF = (float)this.source.posZ;
float f = MathHelper.sqrt_double(this.source.motionX * this.source.motionX + this.source.motionY * this.source.motionY + this.source.motionZ * this.source.motionZ);
/**
* Updates the JList with a new model.
*/
@Override
public void update(){
if(this.source.isDead && repeat){
this.donePlaying = true;
}else{
this.xPosF = (float)this.source.posX;
this.yPosF = (float)this.source.posY;
this.zPosF = (float)this.source.posZ;
float f = MathHelper.sqrt(this.source.motionX * this.source.motionX
+ this.source.motionY * this.source.motionY + this.source.motionZ * this.source.motionZ);
// Is this something to do with the Doppler effect?
if ((double)f >= 0.01D)
{
this.distance = MathHelper.clamp_float(this.distance + 0.0025F, 0.0F, 1.0F);
this.volume = 0.0F + MathHelper.clamp_float(f, 0.0F, 0.5F) * 0.7F;
}
else
{
//this.pitch = 0.0F;
//this.volume = 0.0F;
}
}
}
// Is this something to do with the Doppler effect?
if((double)f >= 0.01D){
this.distance = MathHelper.clamp(this.distance + 0.0025F, 0.0F, 1.0F);
this.volume = 0.0F + MathHelper.clamp(f, 0.0F, 0.5F) * 0.7F;
}else{
// this.pitch = 0.0F;
// this.volume = 0.0F;
}
}
}
}