Added infrastructure and rendering for the Soul Arrow.
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package WayofTime.bloodmagic.entity.projectile;
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import WayofTime.bloodmagic.api.soul.PlayerSoulHandler;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.projectile.EntityArrow;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.world.World;
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public class EntitySoulArrow extends EntityArrow
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{
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public double reimbursedAmountOnHit = 0;
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public EntitySoulArrow(World worldIn)
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{
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super(worldIn);
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}
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public EntitySoulArrow(World worldIn, double x, double y, double z)
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{
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super(worldIn, x, y, z);
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}
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public EntitySoulArrow(World worldIn, EntityLivingBase shooter, EntityLivingBase p_i1755_3_, float p_i1755_4_, float p_i1755_5_)
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{
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super(worldIn, shooter, p_i1755_3_, p_i1755_4_, p_i1755_5_);
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}
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public EntitySoulArrow(World worldIn, EntityLivingBase shooter, float velocity, double reimbursement)
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{
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super(worldIn, shooter, velocity);
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this.reimbursedAmountOnHit = reimbursement;
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}
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public void reimbursePlayer()
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{
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if (this.shootingEntity instanceof EntityPlayer)
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{
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PlayerSoulHandler.addSouls((EntityPlayer) this.shootingEntity, reimbursedAmountOnHit);
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}
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}
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@Override
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public void writeEntityToNBT(NBTTagCompound tag)
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{
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super.writeEntityToNBT(tag);
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tag.setDouble("reimbursement", reimbursedAmountOnHit);
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}
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@Override
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public void readEntityFromNBT(NBTTagCompound tag)
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{
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super.readEntityFromNBT(tag);
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reimbursedAmountOnHit = tag.getDouble("reimbursement");
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}
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}
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