100 lines
3.0 KiB
Java
100 lines
3.0 KiB
Java
package electroblob.wizardry.entity.projectile;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.WizardryParticleType;
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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.world.World;
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public class EntityLightningArrow extends EntityMagicArrow {
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/** Basic shell constructor. Should only be used by the client. */
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public EntityLightningArrow(World world){
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super(world);
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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 EntityLightningArrow(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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/**
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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 EntityLightningArrow(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 EntityLightningArrow(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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if(world.isRemote){
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for(int j = 0; j < 8; j++){
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world, this.posX + rand.nextFloat() - 0.5,
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this.posY + this.height / 2 + rand.nextFloat() - 0.5, this.posZ + rand.nextFloat() - 0.5, 0, 0,
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0, 3);
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}
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}
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/* Pretty sure this needn't be here, probably missed it when I implemented the damage type system. if(entityHit
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* instanceof EntityCreeper && !((EntityCreeper)entityHit).getPowered()){
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* entityHit.getDataWatcher().updateObject(17, Byte.valueOf((byte)1)); if(this.getShootingEntity() instanceof
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* EntityPlayer) ((EntityPlayer)this.getShootingEntity()).addStat(Wizardry.chargeCreeper); } */
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this.playSound(WizardrySounds.SPELL_SPARK, 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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if(world.isRemote){
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world, this.posX, this.posY, this.posZ, 0, 0, 0,
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3);
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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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@Override
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public DamageType getDamageType(){
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return DamageType.SHOCK;
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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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}
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} |