588 lines
22 KiB
Java
588 lines
22 KiB
Java
package electroblob.wizardry.entity.projectile;
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import java.lang.ref.WeakReference;
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import java.util.List;
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import java.util.UUID;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.WizardryUtilities;
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import io.netty.buffer.ByteBuf;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.enchantment.EnchantmentHelper;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.IProjectile;
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import net.minecraft.entity.monster.EntityEnderman;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.network.play.server.SPacketChangeGameState;
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import net.minecraft.util.DamageSource;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import net.minecraftforge.fml.common.registry.IEntityAdditionalSpawnData;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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/**
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* This class was copied from EntityArrow in the 1.7.10 update as part of the overhaul and major cleanup of the code for
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* the projectiles. It provides a unifying superclass for all <b>directed</b> projectiles (i.e. not spherical stuff like
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* snowballs), namely magic missile, ice shard, force arrow, lightning arrow and dart. All spherical projectiles should
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* extend {@link EntityMagicProjectile}.
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* <p>
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* This class handles saving of the damage multiplier and all shared logic. Methods are provided which are triggered at
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* useful points during the entity update cycle as well as a few getters for various properties. Override any of these
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* to change the behaviour (no need to call super for any of them).
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*
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* @since Wizardry 1.0
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* @author Electroblob
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*/
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public abstract class EntityMagicArrow extends Entity implements IProjectile, IEntityAdditionalSpawnData {
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private int blockX = -1;
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private int blockY = -1;
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private int blockZ = -1;
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/** The block the arrow is stuck in */
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private IBlockState stuckInBlock;
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/** The metadata of the block the arrow is stuck in */
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private int inData;
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private boolean inGround;
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/** Seems to be some sort of timer for animating an arrow. */
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public int arrowShake;
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/** The owner of this arrow. */
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private WeakReference<EntityLivingBase> shootingEntity;
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/**
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* The UUID of the caster. Note that this is only for loading purposes; during normal updates the actual entity
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* instance is stored (so that getEntityByUUID is not called constantly), so this will not always be synced (this is
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* why it is private).
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*/
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private UUID casterUUID;
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int ticksInGround;
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int ticksInAir;
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/** The amount of knockback an arrow applies when it hits a mob. */
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private int knockbackStrength;
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/**
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* The damage multiplier for the arrow. Normally this isn't set directly, since it can be done via the constructor.
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* An exception is where other entities need to pass in their multipliers, e.g. ice charge.
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*/
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public float damageMultiplier = 1.0f;
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/** Basic shell constructor. Should only be used by the client. */
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public EntityMagicArrow(World world){
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super(world);
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this.setSize(0.5F, 0.5F);
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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 EntityMagicArrow(World world, double x, double y, double z){
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super(world);
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this.setSize(0.5F, 0.5F);
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this.setPosition(x, y, z);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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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 aimingError parameter. For reference, skeletons set this to
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* 10 on easy, 6 on normal and 2 on hard difficulty.
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*/
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public EntityMagicArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError,
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float damageMultiplier){
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super(world);
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this.shootingEntity = new WeakReference<EntityLivingBase>(caster);
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this.damageMultiplier = damageMultiplier;
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this.posY = caster.posY + (double)caster.getEyeHeight() - 0.10000000149011612D;
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double d0 = target.posX - caster.posX;
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double d1 = this.doGravity() ? target.getEntityBoundingBox().minY + (double)(target.height / 3.0F) - this.posY
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: target.getEntityBoundingBox().minY + (double)(target.height / 2.0F) - this.posY;
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double d2 = target.posZ - caster.posZ;
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double d3 = (double)MathHelper.sqrt(d0 * d0 + d2 * d2);
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if(d3 >= 1.0E-7D){
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float f2 = (float)(Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F;
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float f3 = (float)(-(Math.atan2(d1, d3) * 180.0D / Math.PI));
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double d4 = d0 / d3;
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double d5 = d2 / d3;
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this.setLocationAndAngles(caster.posX + d4, this.posY, caster.posZ + d5, f2, f3);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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// f4 depends on the horizontal distance between the two entities and accounts for bullet drop,
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// but of course if gravity is ignored this should be 0.
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float bulletDropCompensation = this.doGravity() ? (float)d3 * 0.2F : 0;
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this.shoot(d0, d1 + (double)bulletDropCompensation, d2, speed, aimingError);
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}
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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. <b>Use this
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* constructor for normal, player-cast spells.
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*/
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public EntityMagicArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier){
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super(world);
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this.shootingEntity = new WeakReference<EntityLivingBase>(caster);
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this.damageMultiplier = damageMultiplier;
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this.setSize(0.5F, 0.5F);
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this.setLocationAndAngles(caster.posX, caster.posY + (double)caster.getEyeHeight(), caster.posZ,
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caster.rotationYaw, caster.rotationPitch);
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this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
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this.posY -= 0.10000000149011612D;
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this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
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this.setPosition(this.posX, this.posY, this.posZ);
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// yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway.
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this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI)
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* MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
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this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI)
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* MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
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this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
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this.shoot(this.motionX, this.motionY, this.motionZ, speed * 1.5F, 1.0F);
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}
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/** Subclasses must override this to set their own base damage. */
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public abstract double getDamage();
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/** Override this to specify the damage type dealt. Defaults to {@link DamageType#MAGIC}. */
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public DamageType getDamageType(){
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return DamageType.MAGIC;
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}
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/** Override this to disable gravity. Returns true by default. */
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public boolean doGravity(){
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return true;
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}
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/**
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* Override this to disable deceleration (generally speaking, this isn't noticeable unless gravity is turned off).
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* Returns true by default.
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*/
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public boolean doDeceleration(){
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return true;
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}
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/**
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* Override this to allow the projectile to pass through mobs intact (the onEntityHit method will still be called
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* and damage will still be applied). Returns false by default.
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*/
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public boolean doOverpenetration(){
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return false;
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}
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/**
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* Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
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*/
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@Override
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public void shoot(double x, double y, double z, float speed, float randomness){
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float f2 = MathHelper.sqrt(x * x + y * y + z * z);
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x /= (double)f2;
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y /= (double)f2;
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z /= (double)f2;
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x += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D
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* (double)randomness;
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y += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D
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* (double)randomness;
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z += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D
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* (double)randomness;
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x *= (double)speed;
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y *= (double)speed;
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z *= (double)speed;
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this.motionX = x;
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this.motionY = y;
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this.motionZ = z;
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float f3 = MathHelper.sqrt(x * x + z * z);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)f3) * 180.0D / Math.PI);
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this.ticksInGround = 0;
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}
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// There was an override for setPositionAndRotationDirect here, but it was exactly the same as the superclass
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// method (in Entity), so it was removed since it was redundant.
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/**
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* Sets the velocity to the args. Args: x, y, z. THIS IS CLIENT SIDE ONLY! DO NOT USE IN COMMON OR SERVER CODE!
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*/
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@Override
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@SideOnly(Side.CLIENT)
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public void setVelocity(double p_70016_1_, double p_70016_3_, double p_70016_5_){
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this.motionX = p_70016_1_;
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this.motionY = p_70016_3_;
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this.motionZ = p_70016_5_;
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if(this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F){
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float f = MathHelper.sqrt(p_70016_1_ * p_70016_1_ + p_70016_5_ * p_70016_5_);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(p_70016_1_, p_70016_5_) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(p_70016_3_, (double)f) * 180.0D / Math.PI);
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this.prevRotationPitch = this.rotationPitch;
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this.prevRotationYaw = this.rotationYaw;
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this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
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this.ticksInGround = 0;
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}
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}
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/**
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* Called each tick when the projectile is in a block. Defaults to setDead(), but can be overridden to change the
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* behaviour.
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*/
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public void tickInGround(){
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this.setDead();
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}
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/** Called each tick when the projectile is in the air. Override to add particles and such like. */
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public void tickInAir(){
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}
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/** Called when the projectile hits an entity. Override to add potion effects and such like. */
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public void onEntityHit(EntityLivingBase entityHit){
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}
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/** Called when the projectile hits a block. Override to add sound effects and such like. */
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public void onBlockHit(){
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}
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@Override
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public void onUpdate(){
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super.onUpdate();
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if(this.getShootingEntity() == null && this.casterUUID != null){
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Entity entity = WizardryUtilities.getEntityByUUID(world, casterUUID);
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if(entity instanceof EntityLivingBase){
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this.shootingEntity = new WeakReference<EntityLivingBase>((EntityLivingBase)entity);
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}
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}
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if(this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F){
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float f = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);
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this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D
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/ Math.PI);
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this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D
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/ Math.PI);
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}
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BlockPos blockpos = new BlockPos(this.blockX, this.blockY, this.blockZ);
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IBlockState iblockstate = this.world.getBlockState(blockpos);
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if(iblockstate.getMaterial() != Material.AIR){
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AxisAlignedBB axisalignedbb = iblockstate.getCollisionBoundingBox(this.world, blockpos);
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if(axisalignedbb != Block.NULL_AABB
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&& axisalignedbb.offset(blockpos).contains(new Vec3d(this.posX, this.posY, this.posZ))){
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this.inGround = true;
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}
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}
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if(this.arrowShake > 0){
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--this.arrowShake;
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}
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// When the arrow is in the ground
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if(this.inGround){
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++this.ticksInGround;
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this.tickInGround();
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}
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// When the arrow is in the air
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else{
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this.tickInAir();
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this.ticksInGround = 0;
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++this.ticksInAir;
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Vec3d vec3d1 = new Vec3d(this.posX, this.posY, this.posZ);
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Vec3d vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
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RayTraceResult raytraceresult = this.world.rayTraceBlocks(vec3d1, vec3d, false, true, false);
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vec3d1 = new Vec3d(this.posX, this.posY, this.posZ);
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vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
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if(raytraceresult != null){
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vec3d = new Vec3d(raytraceresult.hitVec.x, raytraceresult.hitVec.y,
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raytraceresult.hitVec.z);
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}
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Entity entity = null;
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List<?> list = this.world.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox()
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.expand(this.motionX, this.motionY, this.motionZ).grow(1.0D, 1.0D, 1.0D));
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double d0 = 0.0D;
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int i;
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float f1;
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for(i = 0; i < list.size(); ++i){
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Entity entity1 = (Entity)list.get(i);
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if(entity1.canBeCollidedWith() && (entity1 != this.getShootingEntity() || this.ticksInAir >= 5)){
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f1 = 0.3F;
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AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().grow((double)f1, (double)f1,
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(double)f1);
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RayTraceResult RayTraceResult1 = axisalignedbb1.calculateIntercept(vec3d1, vec3d);
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if(RayTraceResult1 != null){
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double d1 = vec3d1.distanceTo(RayTraceResult1.hitVec);
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if(d1 < d0 || d0 == 0.0D){
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entity = entity1;
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d0 = d1;
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}
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}
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}
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}
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if(entity != null){
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raytraceresult = new RayTraceResult(entity);
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}
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// Players that are considered invulnerable to the caster allow the projectile to pass straight through
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// them.
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if(raytraceresult != null && raytraceresult.entityHit != null
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&& raytraceresult.entityHit instanceof EntityPlayer){
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EntityPlayer entityplayer = (EntityPlayer)raytraceresult.entityHit;
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if(entityplayer.capabilities.disableDamage || this.getShootingEntity() instanceof EntityPlayer
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&& !((EntityPlayer)this.getShootingEntity()).canAttackPlayer(entityplayer)){
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raytraceresult = null;
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}
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}
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// If the arrow hits something
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if(raytraceresult != null){
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// If the arrow hits an entity
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if(raytraceresult.entityHit != null){
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DamageSource damagesource = null;
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if(this.getShootingEntity() == null){
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damagesource = DamageSource.causeThrownDamage(this, this);
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}else{
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damagesource = MagicDamage.causeIndirectMagicDamage(this,
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(EntityLivingBase)this.getShootingEntity(), this.getDamageType()).setProjectile();
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}
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if(raytraceresult.entityHit.attackEntityFrom(damagesource,
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(float)(this.getDamage() * this.damageMultiplier))){
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if(raytraceresult.entityHit instanceof EntityLivingBase){
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EntityLivingBase entityHit = (EntityLivingBase)raytraceresult.entityHit;
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this.onEntityHit(entityHit);
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if(this.knockbackStrength > 0){
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float f4 = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);
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if(f4 > 0.0F){
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raytraceresult.entityHit.addVelocity(
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this.motionX * (double)this.knockbackStrength * 0.6000000238418579D
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/ (double)f4,
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0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D
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/ (double)f4);
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}
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}
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// Thorns enchantment
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if(this.getShootingEntity() != null
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&& this.getShootingEntity() instanceof EntityLivingBase){
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EnchantmentHelper.applyThornEnchantments(entityHit, this.getShootingEntity());
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EnchantmentHelper.applyArthropodEnchantments((EntityLivingBase)this.getShootingEntity(),
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entityHit);
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}
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if(this.getShootingEntity() != null && raytraceresult.entityHit != this.getShootingEntity()
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&& raytraceresult.entityHit instanceof EntityPlayer
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&& this.getShootingEntity() instanceof EntityPlayerMP){
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((EntityPlayerMP)this.getShootingEntity()).connection
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.sendPacket(new SPacketChangeGameState(6, 0.0F));
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}
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}
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if(!(raytraceresult.entityHit instanceof EntityEnderman) && !this.doOverpenetration()){
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this.setDead();
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}
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}else{
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if(!this.doOverpenetration()) this.setDead();
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// Was the 'rebound' that happened when entities were immune to damage
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/* this.motionX *= -0.10000000149011612D; this.motionY *= -0.10000000149011612D; this.motionZ *=
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* -0.10000000149011612D; this.rotationYaw += 180.0F; this.prevRotationYaw += 180.0F;
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* this.ticksInAir = 0; */
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}
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}
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// If the arrow hits a block
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else{
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this.blockX = raytraceresult.getBlockPos().getX();
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this.blockY = raytraceresult.getBlockPos().getY();
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this.blockZ = raytraceresult.getBlockPos().getZ();
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this.stuckInBlock = this.world.getBlockState(raytraceresult.getBlockPos());
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this.motionX = (double)((float)(raytraceresult.hitVec.x - this.posX));
|
|
this.motionY = (double)((float)(raytraceresult.hitVec.y - this.posY));
|
|
this.motionZ = (double)((float)(raytraceresult.hitVec.z - this.posZ));
|
|
// f2 = MathHelper.sqrt(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ *
|
|
// this.motionZ);
|
|
// this.posX -= this.motionX / (double)f2 * 0.05000000074505806D;
|
|
// this.posY -= this.motionY / (double)f2 * 0.05000000074505806D;
|
|
// this.posZ -= this.motionZ / (double)f2 * 0.05000000074505806D;
|
|
// this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
|
|
this.inGround = true;
|
|
this.arrowShake = 7;
|
|
|
|
this.onBlockHit();
|
|
|
|
if(this.stuckInBlock.getMaterial() != Material.AIR){
|
|
this.stuckInBlock.getBlock().onEntityCollidedWithBlock(this.world, raytraceresult.getBlockPos(),
|
|
this.stuckInBlock, this);
|
|
}
|
|
}
|
|
}
|
|
|
|
this.posX += this.motionX;
|
|
this.posY += this.motionY;
|
|
this.posZ += this.motionZ;
|
|
// f2 = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);
|
|
this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
|
|
|
|
// for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI);
|
|
// this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
|
|
// {
|
|
// ;
|
|
// }
|
|
|
|
while(this.rotationPitch - this.prevRotationPitch >= 180.0F){
|
|
this.prevRotationPitch += 360.0F;
|
|
}
|
|
|
|
while(this.rotationYaw - this.prevRotationYaw < -180.0F){
|
|
this.prevRotationYaw -= 360.0F;
|
|
}
|
|
|
|
while(this.rotationYaw - this.prevRotationYaw >= 180.0F){
|
|
this.prevRotationYaw += 360.0F;
|
|
}
|
|
|
|
this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
|
|
this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
|
|
|
|
float f3 = 0.99F;
|
|
|
|
if(this.isInWater()){
|
|
for(int l = 0; l < 4; ++l){
|
|
float f4 = 0.25F;
|
|
this.world.spawnParticle(EnumParticleTypes.WATER_BUBBLE, this.posX - this.motionX * (double)f4,
|
|
this.posY - this.motionY * (double)f4, this.posZ - this.motionZ * (double)f4, this.motionX,
|
|
this.motionY, this.motionZ);
|
|
}
|
|
|
|
f3 = 0.8F;
|
|
}
|
|
|
|
if(this.isWet()){
|
|
this.extinguish();
|
|
}
|
|
|
|
if(this.doDeceleration()){
|
|
this.motionX *= (double)f3;
|
|
this.motionY *= (double)f3;
|
|
this.motionZ *= (double)f3;
|
|
}
|
|
|
|
if(this.doGravity()) this.motionY -= 0.05;
|
|
|
|
this.setPosition(this.posX, this.posY, this.posZ);
|
|
this.doBlockCollisions();
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void writeEntityToNBT(NBTTagCompound tag){
|
|
tag.setShort("xTile", (short)this.blockX);
|
|
tag.setShort("yTile", (short)this.blockY);
|
|
tag.setShort("zTile", (short)this.blockZ);
|
|
tag.setShort("life", (short)this.ticksInGround);
|
|
if(this.stuckInBlock != null){
|
|
ResourceLocation resourcelocation = (ResourceLocation)Block.REGISTRY
|
|
.getNameForObject(this.stuckInBlock.getBlock());
|
|
tag.setString("inTile", resourcelocation == null ? "" : resourcelocation.toString());
|
|
}
|
|
tag.setByte("inData", (byte)this.inData);
|
|
tag.setByte("shake", (byte)this.arrowShake);
|
|
tag.setByte("inGround", (byte)(this.inGround ? 1 : 0));
|
|
tag.setFloat("damageMultiplier", this.damageMultiplier);
|
|
if(this.getShootingEntity() != null){
|
|
tag.setUniqueId("casterUUID", this.getShootingEntity().getUniqueID());
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void readEntityFromNBT(NBTTagCompound tag){
|
|
this.blockX = tag.getShort("xTile");
|
|
this.blockY = tag.getShort("yTile");
|
|
this.blockZ = tag.getShort("zTile");
|
|
this.ticksInGround = tag.getShort("life");
|
|
// Commented out for now because there's some funny stuff going on with blockstates and metadata.
|
|
// this.stuckInBlock = Block.getBlockById(tag.getByte("inTile") & 255);
|
|
this.inData = tag.getByte("inData") & 255;
|
|
this.arrowShake = tag.getByte("shake") & 255;
|
|
this.inGround = tag.getByte("inGround") == 1;
|
|
this.damageMultiplier = tag.getFloat("damageMultiplier");
|
|
casterUUID = tag.getUniqueId("casterUUID");
|
|
}
|
|
|
|
/**
|
|
* returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
|
|
* prevent them from trampling crops
|
|
*/
|
|
protected boolean canTriggerWalking(){
|
|
return false;
|
|
}
|
|
|
|
@SideOnly(Side.CLIENT)
|
|
public float getShadowSize(){
|
|
return 0.0F;
|
|
}
|
|
|
|
/**
|
|
* Sets the amount of knockback the arrow applies when it hits a mob.
|
|
*/
|
|
public void setKnockbackStrength(int p_70240_1_){
|
|
this.knockbackStrength = p_70240_1_;
|
|
}
|
|
|
|
/**
|
|
* If returns false, the item will not inflict any damage against entities.
|
|
*/
|
|
public boolean canAttackWithItem(){
|
|
return false;
|
|
}
|
|
|
|
public void writeSpawnData(ByteBuf buffer){
|
|
if(this.getShootingEntity() != null) buffer.writeInt(this.getShootingEntity().getEntityId());
|
|
}
|
|
|
|
public void readSpawnData(ByteBuf buffer){
|
|
if(buffer.isReadable()) this.shootingEntity = new WeakReference<EntityLivingBase>(
|
|
(EntityLivingBase)this.world.getEntityByID(buffer.readInt()));
|
|
}
|
|
|
|
/**
|
|
* Returns the EntityLivingBase that created this construct, or null if it no longer exists. Cases where the entity
|
|
* may no longer exist are: entity died or was deleted, mob despawned, player logged out, entity teleported to
|
|
* another dimension, or this construct simply had no caster in the first place.
|
|
*/
|
|
public EntityLivingBase getShootingEntity(){
|
|
return shootingEntity == null ? null : shootingEntity.get();
|
|
}
|
|
|
|
public void setShootingEntity(EntityLivingBase entity){
|
|
shootingEntity = new WeakReference<EntityLivingBase>(entity);
|
|
}
|
|
|
|
@Override
|
|
protected void entityInit() {
|
|
// TODO Auto-generated method stub
|
|
}
|
|
} |