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
@@ -8,75 +8,82 @@ import net.minecraft.init.SoundEvents;
import net.minecraft.world.World;
public class EntityMagicMissile extends EntityMagicArrow {
/** Basic shell constructor. Should only be used by the client. */
public EntityMagicMissile(World world) {
/** Basic shell constructor. Should only be used by the client. */
public EntityMagicMissile(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 EntityMagicMissile(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 EntityMagicMissile(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 EntityMagicMissile(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 EntityMagicMissile(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 EntityMagicMissile(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 EntityMagicMissile(World world, EntityLivingBase caster, float speed, float damageMultiplier){
super(world, caster, speed, damageMultiplier);
}
@Override
public void onEntityHit(EntityLivingBase entityHit){
this.playSound(SoundEvents.ENTITY_GENERIC_HURT, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
}
@Override
public void tickInAir(){
if (this.ticksExisted > 20){
this.setDead();
}
if(this.worldObj.isRemote){
if(this.ticksExisted % 2 == 1){
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, worldObj, this.posX, this.posY, this.posZ, 0, 0, 0, 20 + rand.nextInt(10), 0.5f + (rand.nextFloat()/2), 0.5f + (rand.nextFloat()/2), 0.5f + (rand.nextFloat()/2));
}
else{
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, worldObj, this.posX, this.posY, this.posZ, 0, 0, 0, 20 + rand.nextInt(10), 0.5f + (rand.nextFloat()/2), 0.5f + (rand.nextFloat()/2), 0.5f + (rand.nextFloat()/2));
}
}
}
@Override
public double getDamage(){
return 4.0d;
}
@Override
public boolean doGravity(){
return false;
}
@Override
public boolean doDeceleration(){
return false;
}
if(this.ticksExisted > 20){
this.setDead();
}
if(this.world.isRemote){
if(this.ticksExisted % 2 == 1){
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, this.posX, this.posY, this.posZ, 0, 0,
0, 20 + rand.nextInt(10), 0.5f + (rand.nextFloat() / 2), 0.5f + (rand.nextFloat() / 2),
0.5f + (rand.nextFloat() / 2));
}else{
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, this.posX, this.posY, this.posZ, 0, 0,
0, 20 + rand.nextInt(10), 0.5f + (rand.nextFloat() / 2), 0.5f + (rand.nextFloat() / 2),
0.5f + (rand.nextFloat() / 2));
}
}
}
@Override
protected void entityInit() {
public double getDamage(){
return 4.0d;
}
@Override
public boolean doGravity(){
return false;
}
@Override
public boolean doDeceleration(){
return false;
}
@Override
protected void entityInit(){
}
}