
I redone where the items/blocsks are stored and how the configs are handled to clean up it and give space. You can change the config line to AWWayofTime if you want to keep the compatibility with old configs. Now you reference the blocks from the ModBlocks and Items from the ModItems.
124 lines
4.6 KiB
Java
124 lines
4.6 KiB
Java
package WayofTime.alchemicalWizardry.common.entity.projectile;
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import WayofTime.alchemicalWizardry.common.PacketHandler;
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import WayofTime.alchemicalWizardry.common.entity.mob.EntityIceDemon;
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import cpw.mods.fml.common.network.PacketDispatcher;
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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.potion.Potion;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.DamageSource;
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import net.minecraft.util.EnumMovingObjectType;
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import net.minecraft.util.MovingObjectPosition;
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import net.minecraft.world.World;
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public class IceProjectile extends EnergyBlastProjectile {
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public IceProjectile(World par1World)
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{
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super(par1World);
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}
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public IceProjectile(World par1World, double par2, double par4, double par6)
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{
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super(par1World, par2, par4, par6);
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}
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public IceProjectile(World par1World, EntityLivingBase par2EntityPlayer, int damage)
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{
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super(par1World, par2EntityPlayer, damage);
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}
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public IceProjectile(World par1World, EntityLivingBase par2EntityPlayer, int damage, int maxTicksInAir, double posX, double posY, double posZ, float rotationYaw, float rotationPitch)
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{
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super(par1World, par2EntityPlayer, damage, maxTicksInAir, posX, posY, posZ, rotationYaw, rotationPitch);
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}
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public IceProjectile(World worldObj, EntityIceDemon entityIceDemon, EntityLivingBase par1EntityLivingBase, float f, float g, int i, int j)
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{
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super(worldObj, entityIceDemon, par1EntityLivingBase, f, g, i, j);
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}
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@Override
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public DamageSource getDamageSource()
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{
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return DamageSource.causeMobDamage(shootingEntity);
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}
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@Override
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public void onImpact(MovingObjectPosition mop)
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{
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if (mop.typeOfHit == EnumMovingObjectType.ENTITY && mop.entityHit != null)
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{
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if (mop.entityHit == shootingEntity)
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{
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return;
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}
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this.onImpact(mop.entityHit);
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} else if (mop.typeOfHit == EnumMovingObjectType.TILE)
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{
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// for(int i=-1;i<=1;i++)
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// {
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// for(int j=-1;j<=1;j++)
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// {
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// for(int k=-1;k<=1;k++)
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// {
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// if(worldObj.isAirBlock((int)this.posX+i, (int)this.posY+j, (int)this.posZ+k))
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// {
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// worldObj.setBlock( (int)this.posX+i, (int)this.posY+j, (int)this.posZ+k,Block.fire.blockID);
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// }
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// }
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// }
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// }
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//worldObj.createExplosion(this, this.posX, this.posY, this.posZ, (float)(0.1), true);
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}
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this.setDead();
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}
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@Override
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public void onImpact(Entity mop)
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{
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if (mop == shootingEntity && ticksInAir > 3)
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{
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shootingEntity.attackEntityFrom(DamageSource.causeMobDamage(shootingEntity), 1);
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this.setDead();
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} else
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{
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//doDamage(8 + d6(), mop);
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if (mop instanceof EntityLivingBase)
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{
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//((EntityLivingBase)mop).addPotionEffect(new PotionEffect(Potion.weakness.id, 60,2));
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//((EntityLivingBase)mop).setFire(50);
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//((EntityLivingBase)mop).setRevengeTarget(shootingEntity);
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if (((EntityLivingBase) mop).isImmuneToFire())
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{
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doDamage((int) (projectileDamage * 2), mop);
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((EntityLivingBase) mop).addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 200, 2));
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} else
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{
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doDamage(projectileDamage, mop);
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((EntityLivingBase) mop).addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 100, 1));
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}
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}
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//worldObj.createExplosion(this, this.posX, this.posY, this.posZ, (float)(0.1), true);
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}
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if (worldObj.isAirBlock((int) this.posX, (int) this.posY, (int) this.posZ))
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{
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//worldObj.setBlock((int)this.posX, (int)this.posY, (int)this.posZ,Block.fire.blockID);
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}
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spawnHitParticles("magicCrit", 8);
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this.setDead();
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}
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@Override
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public void doFiringParticles()
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{
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PacketDispatcher.sendPacketToAllAround(posX, posY, posZ, 30, worldObj.provider.dimensionId, PacketHandler.getCustomParticlePacket("mobSpellAmbient", posX + smallGauss(0.1D), posY + smallGauss(0.1D), posZ + smallGauss(0.1D), 0.5D, 0.5D, 0.5D));
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PacketDispatcher.sendPacketToAllAround(posX, posY, posZ, 30, worldObj.provider.dimensionId, PacketHandler.getCustomParticlePacket("explode", posX, posY, posZ, gaussian(motionX), gaussian(motionY), gaussian(motionZ)));
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}
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}
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