The_Fireplace Posted November 15, 2014 Share Posted November 15, 2014 When I press Q and throw the Item, the custom EntityItem goes a random direction rather than the direction the player is facing. Here is my code: package the_fireplace.unlogic.entities; import java.util.ArrayList; import java.util.List; import the_fireplace.unlogic.unbase; import net.minecraft.block.material.Material; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityEnderPearlDust extends EntityItem { int transformTime = 0; /** The health of this EntityItem. (For example, damage for tools) */ private int health; public EntityEnderPearlDust(World world){ super(world); this.health = 5; this.hoverStart = (float)(Math.random() * Math.PI * 2.0D); this.setSize(0.25F, 0.25F); this.yOffset = this.height / 2.0F; this.delayBeforeCanPickup = 50; } public EntityEnderPearlDust(World world, double x, double y, double z, ItemStack is) { super(world, x, y, z, is); this.setEntityItemStack(is); this.lifespan = (is.getItem() == null ? 6000 : is.getItem().getEntityLifespan(is, world)); this.delayBeforeCanPickup = 50; } public EntityEnderPearlDust(World world, double x, double y, double z){ super(world); this.health = 5; this.hoverStart = (float)(Math.random() * Math.PI * 2.0D); this.setSize(0.25F, 0.25F); this.yOffset = this.height / 2.0F; this.setPosition(x, y, z); this.rotationYaw = (float)(Math.random() * 360.0D); this.motionX = (double)((float)(Math.random() * 0.20000000298023224D - 0.10000000149011612D)); this.motionY = 0.20000000298023224D; this.motionZ = (double)((float)(Math.random() * 0.20000000298023224D - 0.10000000149011612D)); this.delayBeforeCanPickup = 50; } @Override public void onUpdate() { super.onUpdate(); int j = MathHelper.floor_double( this.posX ); int i = MathHelper.floor_double( this.posY ); int k = MathHelper.floor_double( this.posZ ); transformTime++; if ( transformTime > 60 ) { if ( !transform() ) transformTime = 0; } } public static boolean isSameItem(ItemStack ol, ItemStack op) { return ol != null && op != null && ol.isItemEqual( op ); } public boolean transform() { World world = this.worldObj; if(!world.isRemote){ ItemStack item = getEntityItem(); AxisAlignedBB region = AxisAlignedBB.getBoundingBox( posX - 1, posY - 1, posZ - 1, posX + 1, posY + 1, posZ + 1 ); List<Entity> l = worldObj.getEntitiesWithinAABBExcludingEntity( this, region ); EntityItem redstone = null; EntityItem glowstone = null; EntityItem gold = null; for (Entity e : l) { if ( e instanceof EntityItem && !e.isDead ) { ItemStack other = ((EntityItem) e).getEntityItem(); if ( other != null && other.stackSize > 0 ) { if ( isSameItem( other, new ItemStack( Items.redstone ) ) ) redstone = (EntityItem) e; if ( isSameItem( other, new ItemStack( Items.glowstone_dust ) ) ) glowstone = (EntityItem) e; if ( isSameItem( other, new ItemStack( Items.gold_ingot ) ) ) gold = (EntityItem) e; } } } if ( redstone != null && glowstone != null ) { getEntityItem().stackSize--; redstone.getEntityItem().stackSize--; glowstone.getEntityItem().stackSize--; if( gold != null ){ gold.getEntityItem().stackSize--; if ( gold.getEntityItem().stackSize <= 0 ){ gold.setDead(); } worldObj.spawnEntityInWorld( new EntityItem( worldObj, posX, posY, posZ, new ItemStack(unbase.AntiGold))); } if ( getEntityItem().stackSize <= 0 ) setDead(); if ( redstone.getEntityItem().stackSize <= 0 ) redstone.setDead(); if ( glowstone.getEntityItem().stackSize <= 0 ) glowstone.setDead(); ItemStack Output = new ItemStack(unbase.UnlogicGem, 2); worldObj.spawnEntityInWorld( new EntityItem( worldObj, posX, posY, posZ, Output ) ); return true; }} return false; } } If you need to see any more code, please, let me know Quote If I helped please press the Thank You button. Check out my mods at http://www.curse.com/users/The_Fireplace/projects Link to comment Share on other sites More sharing options...
MrCaracal Posted November 15, 2014 Share Posted November 15, 2014 Could it be because you are applying a random velocity to the entity? this.motionX = (double)((float)(Math.random() * 0.20000000298023224D - 0.10000000149011612D)); this.motionY = 0.20000000298023224D; this.motionZ = (double)((float)(Math.random() * 0.20000000298023224D - 0.10000000149011612D)); Quote Link to comment Share on other sites More sharing options...
TheGreyGhost Posted November 15, 2014 Share Posted November 15, 2014 Hi Item dropping / throwing takes place in EntityPlayer.func_146097_a(), with motion being set in this bit f = 0.3F; entityitem.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI) * f); entityitem.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI) * f); entityitem.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI) * f + 0.1F); You could set a breakpoint in there and follow through what is happening, will probably give you a clue. -TGG Quote Link to comment Share on other sites More sharing options...
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