Initial 1.11.2 update
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@@ -16,13 +16,14 @@ import net.minecraft.world.World;
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public class EntityBlizzard extends EntityMagicConstruct {
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public EntityBlizzard(World par1World) {
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public EntityBlizzard(World par1World){
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super(par1World);
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this.height = 1.0f;
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this.width = 1.0f;
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}
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public EntityBlizzard(World world, double x, double y, double z, EntityLivingBase caster, int lifetime, float damageMultiplier) {
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public EntityBlizzard(World world, double x, double y, double z, EntityLivingBase caster, int lifetime,
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float damageMultiplier){
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super(world, x, y, z, caster, lifetime, damageMultiplier);
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this.height = 1.0f;
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this.width = 1.0f;
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@@ -36,21 +37,25 @@ public class EntityBlizzard extends EntityMagicConstruct {
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super.onUpdate();
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if(!this.worldObj.isRemote){
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if(!this.world.isRemote){
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(3.0d, this.posX, this.posY, this.posZ, this.worldObj);
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(3.0d, this.posX, this.posY,
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this.posZ, this.world);
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for(EntityLivingBase target : targets){
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if(this.isValidTarget(target)){
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if(this.getCaster() != null){
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WizardryUtilities.attackEntityWithoutKnockback(target, MagicDamage.causeIndirectMagicDamage(this, getCaster(), DamageType.FROST), 1*damageMultiplier);
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WizardryUtilities.attackEntityWithoutKnockback(target,
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MagicDamage.causeIndirectMagicDamage(this, getCaster(), DamageType.FROST),
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1 * damageMultiplier);
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}else{
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WizardryUtilities.attackEntityWithoutKnockback(target, DamageSource.magic, 1*damageMultiplier);
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WizardryUtilities.attackEntityWithoutKnockback(target, DamageSource.MAGIC,
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1 * damageMultiplier);
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}
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}
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// All entities are slowed, even the caster (except those immune to frost effects)
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if(!MagicDamage.isEntityImmune(DamageType.FROST, target))
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target.addPotionEffect(new PotionEffect(WizardryPotions.frost, 20, 0));
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@@ -58,10 +63,14 @@ public class EntityBlizzard extends EntityMagicConstruct {
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}else{
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// For some reason this number of particles now causes the game to lag significantly, despite it being fine
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// in 1.7.10. I thought particles were supposed to be LESS laggy now...
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for(int i=1; i<6; i++){
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float brightness = 0.5f + (rand.nextFloat()/2);
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Wizardry.proxy.spawnParticle(WizardryParticleType.BLIZZARD, worldObj, this.posX, this.posY + rand.nextDouble()*3, this.posZ, 0, 0, 0, 100, brightness, brightness + 0.1f, 1.0f, false, rand.nextDouble() * 2.5d + 0.5d);
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Wizardry.proxy.spawnParticle(WizardryParticleType.BLIZZARD, worldObj, this.posX, this.posY + rand.nextDouble()*3, this.posZ, 0, 0, 0, 100, 1.0f, 1.0f, 1.0f, false, rand.nextDouble() * 2.5d + 0.5d);
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for(int i = 1; i < 6; i++){
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float brightness = 0.5f + (rand.nextFloat() / 2);
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Wizardry.proxy.spawnParticle(WizardryParticleType.BLIZZARD, world, this.posX,
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this.posY + rand.nextDouble() * 3, this.posZ, 0, 0, 0, 100, brightness, brightness + 0.1f, 1.0f,
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false, rand.nextDouble() * 2.5d + 0.5d);
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Wizardry.proxy.spawnParticle(WizardryParticleType.BLIZZARD, world, this.posX,
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this.posY + rand.nextDouble() * 3, this.posZ, 0, 0, 0, 100, 1.0f, 1.0f, 1.0f, false,
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rand.nextDouble() * 2.5d + 0.5d);
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}
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}
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}
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