Update for Minecraft 1.8

This commit is contained in:
Dinnerbone
2011-09-15 01:23:52 +01:00
parent 54bcd1c1f3
commit 5b2c774edc
107 changed files with 4415 additions and 3504 deletions

View File

@@ -77,11 +77,11 @@ public class EntitySnowball extends Entity {
this.h = 0;
}
public void m_() {
this.bo = this.locX;
this.bp = this.locY;
this.bq = this.locZ;
super.m_();
public void s_() {
this.bE = this.locX;
this.bF = this.locY;
this.bG = this.locZ;
super.s_();
if (this.a > 0) {
--this.a;
}
@@ -126,13 +126,13 @@ public class EntitySnowball extends Entity {
for (int j = 0; j < list.size(); ++j) {
Entity entity1 = (Entity) list.get(j);
if (entity1.l_() && (entity1 != this.shooter || this.i >= 5)) {
if (entity1.r_() && (entity1 != this.shooter || this.i >= 5)) {
float f = 0.3F;
AxisAlignedBB axisalignedbb = entity1.boundingBox.b((double) f, (double) f, (double) f);
MovingObjectPosition movingobjectposition1 = axisalignedbb.a(vec3d, vec3d1);
if (movingobjectposition1 != null) {
double d1 = vec3d.a(movingobjectposition1.f);
double d1 = vec3d.b(movingobjectposition1.f);
if (d1 < d0 || d0 == 0.0D) {
entity = entity1;
@@ -167,10 +167,10 @@ public class EntitySnowball extends Entity {
stick = !projectile.doesBounce();
} else {
// this function returns if the snowball should stick in or not, i.e. !bounce
stick = movingobjectposition.entity.damageEntity(this, event.getDamage());
stick = movingobjectposition.entity.damageEntity(DamageSource.a(this, this), event.getDamage());
}
} else {
stick = movingobjectposition.entity.damageEntity(this.shooter, 0);
stick = movingobjectposition.entity.damageEntity(DamageSource.a(this, this.shooter), 0);
}
if (stick) {
;
@@ -213,7 +213,7 @@ public class EntitySnowball extends Entity {
float f2 = 0.99F;
float f3 = 0.03F;
if (this.ad()) {
if (this.ao()) {
for (int l = 0; l < 4; ++l) {
float f4 = 0.25F;
@@ -248,7 +248,7 @@ public class EntitySnowball extends Entity {
this.f = nbttagcompound.c("inGround") == 1;
}
public void b(EntityHuman entityhuman) {
public void a_(EntityHuman entityhuman) {
if (this.f && this.shooter == entityhuman && this.a <= 0 && entityhuman.inventory.pickup(new ItemStack(Item.ARROW, 1))) {
this.world.makeSound(this, "random.pop", 0.2F, ((this.random.nextFloat() - this.random.nextFloat()) * 0.7F + 1.0F) * 2.0F);
entityhuman.receive(this, 1);