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Update for 1.4_00_01 -- if you bypassed Bukkit, you will most likely break.
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@@ -20,12 +20,12 @@ public class EntityTNTPrimed extends Entity {
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public EntityTNTPrimed(World world, double d0, double d1, double d2) {
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this(world);
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this.a(d0, d1, d2);
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this.setPosition(d0, d1, d2);
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float f = (float) (Math.random() * 3.1415927410125732D * 2.0D);
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this.motX = (double) (-MathHelper.a(f * 3.1415927F / 180.0F) * 0.02F);
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this.motX = (double) (-MathHelper.sin(f * 3.1415927F / 180.0F) * 0.02F);
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this.motY = 0.20000000298023224D;
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this.motZ = (double) (-MathHelper.b(f * 3.1415927F / 180.0F) * 0.02F);
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this.motZ = (double) (-MathHelper.cos(f * 3.1415927F / 180.0F) * 0.02F);
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this.a = 80;
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this.lastX = d0;
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this.lastY = d1;
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@@ -47,7 +47,7 @@ public class EntityTNTPrimed extends Entity {
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this.lastY = this.locY;
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this.lastZ = this.locZ;
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this.motY -= 0.03999999910593033D;
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this.c(this.motX, this.motY, this.motZ);
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this.move(this.motX, this.motY, this.motZ);
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this.motX *= 0.9800000190734863D;
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this.motY *= 0.9800000190734863D;
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this.motZ *= 0.9800000190734863D;
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@@ -59,15 +59,15 @@ public class EntityTNTPrimed extends Entity {
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if (this.a-- <= 0) {
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// CraftBukkit start - Need to reverse the order of the explosion and the entity death so we have a location for the event.
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this.h();
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this.D();
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this.explode();
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this.die();
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// CraftBukkit end
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} else {
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this.world.a("smoke", this.locX, this.locY + 0.5D, this.locZ, 0.0D, 0.0D, 0.0D);
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}
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}
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private void h() {
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private void explode() {
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float f = 4.0F;
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// CraftBukkit start
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@@ -78,7 +78,7 @@ public class EntityTNTPrimed extends Entity {
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if (!event.isCancelled()) {
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// give 'this' instead of (Entity) null so we know what causes the damage
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this.world.a(this, this.locX, this.locY, this.locZ, event.getRadius(), event.getFire());
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this.world.createExplosion(this, this.locX, this.locY, this.locZ, event.getRadius(), event.getFire());
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}
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// CraftBukkit end
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}
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