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
@@ -7,79 +7,83 @@ import net.minecraft.init.SoundEvents;
import net.minecraft.world.World;
public class EntityForceArrow extends EntityMagicArrow {
/** Basic shell constructor. Should only be used by the client. */
public EntityForceArrow(World world) {
/** Basic shell constructor. Should only be used by the client. */
public EntityForceArrow(World world){
super(world);
}
/** Creates a projectile at position xyz in world, with no motion. Do not create a projectile with this
* constructor and then call setVelocity() as that method is, bizarrely, client-side only. */
public EntityForceArrow(World world, double x, double y, double z)
{
super(world, x, y, z);
}
/** Creates a projectile at the position of the caster, pointing at the given target. The trajectory seems to be altered
* slightly by a random amount determined by the last parameter. For reference, skeletons set this to 10 on easy, 6 on
* normal and 2 on hard difficulty. */
public EntityForceArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError, float damageMultiplier)
{
super(world, caster, target, speed, aimingError, damageMultiplier);
}
/**
* Creates a projectile at position xyz in world, with no motion. Do not create a projectile with this constructor
* and then call setVelocity() as that method is, bizarrely, client-side only.
*/
public EntityForceArrow(World world, double x, double y, double z){
super(world, x, y, z);
}
/** Creates a projectile pointing in the direction the caster is looking, with the given speed.
* USE THIS CONSTRUCTOR FOR NORMAL SPELLS. */
public EntityForceArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier)
{
super(world, caster, speed, damageMultiplier);
}
/**
* Creates a projectile at the position of the caster, pointing at the given target. The trajectory seems to be
* altered slightly by a random amount determined by the last parameter. For reference, skeletons set this to 10 on
* easy, 6 on normal and 2 on hard difficulty.
*/
public EntityForceArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError,
float damageMultiplier){
super(world, caster, target, speed, aimingError, damageMultiplier);
}
/**
* Creates a projectile pointing in the direction the caster is looking, with the given speed. USE THIS CONSTRUCTOR
* FOR NORMAL SPELLS.
*/
public EntityForceArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier){
super(world, caster, speed, damageMultiplier);
}
@Override
public void onEntityHit(EntityLivingBase entityHit){
this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
}
@Override
public void tickInGround(){
this.setDead();
this.setDead();
}
@Override
public void onBlockHit(){
this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
}
@Override
public void tickInAir(){
if (this.ticksExisted > 20){
this.setDead();
}
}
if(this.ticksExisted > 20){
this.setDead();
}
}
@Override
public double getDamage(){
return 7.0d;
}
public double getDamage(){
return 7.0d;
}
@Override
public DamageType getDamageType(){
return DamageType.FORCE;
}
@Override
public boolean doGravity(){
return false;
}
@Override
public boolean doDeceleration(){
return false;
}
@Override
protected void entityInit() {
public boolean doGravity(){
return false;
}
@Override
public boolean doDeceleration(){
return false;
}
@Override
protected void entityInit(){
}
}