Initial 1.11.2 update
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@@ -7,79 +7,83 @@ import net.minecraft.init.SoundEvents;
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import net.minecraft.world.World;
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public class EntityForceArrow extends EntityMagicArrow {
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/** Basic shell constructor. Should only be used by the client. */
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public EntityForceArrow(World world) {
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/** Basic shell constructor. Should only be used by the client. */
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public EntityForceArrow(World world){
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super(world);
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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
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* constructor and then call setVelocity() as that method is, bizarrely, client-side only. */
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public EntityForceArrow(World world, double x, double y, double z)
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{
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super(world, x, y, z);
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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 altered
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* slightly by a random amount determined by the last parameter. For reference, skeletons set this to 10 on easy, 6 on
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* normal and 2 on hard difficulty. */
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public EntityForceArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError, float damageMultiplier)
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{
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super(world, caster, target, speed, aimingError, damageMultiplier);
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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 EntityForceArrow(World world, double x, double y, double z){
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super(world, x, y, z);
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}
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/** Creates a projectile pointing in the direction the caster is looking, with the given speed.
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* USE THIS CONSTRUCTOR FOR NORMAL SPELLS. */
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public EntityForceArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier)
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{
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super(world, caster, speed, damageMultiplier);
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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 last parameter. For reference, skeletons set this to 10 on
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* easy, 6 on normal and 2 on hard difficulty.
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*/
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public EntityForceArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError,
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float damageMultiplier){
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super(world, caster, target, speed, aimingError, damageMultiplier);
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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. USE THIS CONSTRUCTOR
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* FOR NORMAL SPELLS.
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*/
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public EntityForceArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier){
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super(world, caster, speed, damageMultiplier);
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}
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@Override
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public void onEntityHit(EntityLivingBase entityHit){
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this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
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this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
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}
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@Override
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public void tickInGround(){
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this.setDead();
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this.setDead();
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}
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@Override
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public void onBlockHit(){
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this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
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this.playSound(SoundEvents.ENTITY_FIREWORK_BLAST, 1.0F, 1.0F);
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}
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@Override
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public void tickInAir(){
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if (this.ticksExisted > 20){
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this.setDead();
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}
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}
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if(this.ticksExisted > 20){
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this.setDead();
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}
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}
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@Override
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public double getDamage(){
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return 7.0d;
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}
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public double getDamage(){
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return 7.0d;
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}
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@Override
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public DamageType getDamageType(){
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return DamageType.FORCE;
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}
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@Override
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public boolean doGravity(){
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return false;
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}
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@Override
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public boolean doDeceleration(){
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return false;
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}
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@Override
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protected void entityInit() {
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public boolean doGravity(){
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return false;
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}
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@Override
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public boolean doDeceleration(){
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return false;
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}
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@Override
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protected void entityInit(){
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}
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}
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