FuzzyAcornIndustries Posted June 20, 2016 Posted June 20, 2016 My modification specializes in tamable mobs. One feature I am fixing is turning off friendly fire; in this case with arrows. I have successfully turned off damage inflicted by players using arrows but as a side effect, arrows bounce off these tamable mobs. This can lead to player shooting themselves or accidentally shooting other tamable mobs instead. How might I make arrows simply pass through these tamables and not cause damage? If it matters, below is what I currently use to nullify friendly fire in the tamable's entity class: @Override public boolean attackEntityFrom(DamageSource damageSource, float damageAmount) { if (this.isEntityInvulnerable()) { return false; } else { if (damageSource instanceof EntityDamageSource && this.isTamed() && this.getOwner() == damageSource.getEntity()) { if(this.getOwner() instanceof EntityPlayer) { EntityPlayer entityPlayer = (EntityPlayer)this.getOwner(); if(!entityPlayer.capabilities.isCreativeMode) { if (damageSource.getSourceOfDamage() instanceof EntityArrow) { // I realize setting this to true keeps arrows from bouncing off // but that deletes arrows. I want them to pass through. return false; } return true; } } } return super.attackEntityFrom(damageSource, damageAmount); } } Maybe if possible, see if whatever solution this might be could be applied to any player shot projectiles such as from other mods. If not, no big loss. Quote
coolAlias Posted June 20, 2016 Posted June 20, 2016 There isn't really a great way to do this, but one way is to subscribe to EntityJoinWorldEvent, check for EntityArrow, and replace it with your own arrow class that has overridden #onUpdate to rewrite the targeting logic to ignore friendly units BEFORE trying to attack them and thus before killing the arrow entity. Downside is it won't work very well with other mods that add arrows, as you either don't bother replacing modded arrows or the modded arrows get replaced and lose whatever specialness they were supposed to have. It'll be interesting to see if anyone has a more robust solution. Quote http://i.imgur.com/NdrFdld.png[/img]
FuzzyAcornIndustries Posted June 27, 2016 Author Posted June 27, 2016 Thanks coolAlias! Not ideal but it is good enough for my needs. And your Zelda Sword Skills on Github helped me get this far! I think I got everything working but I have an odd problem. The new arrows seem to behave correctly but look rather strange. If I just log in, and shoot a few rounds, everything looks fine like this: http://img11.deviantart.net/2dab/i/2016/178/8/f/bowtrouble1_by_fuzzyacornindustries-da7wca2.jpg[/img] But if move, such as to pick up the arrows and return to the same spot to shoot some rounds, this happens: http://img05.deviantart.net/21a7/i/2016/178/6/d/bowtrouble2_by_fuzzyacornindustries-da7wcw3.jpg[/img] I am guessing this is a client side issue? I cannot tell for sure. Below is what I have done to get this to work. The new arrow class, pretty much a copy paste as is with a new main constructor and two line changes in the onUpdate() function. One at the beginning to skip the EntityArrow onUpdate() function and this line: if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 5) && !(entity1 instanceof TamablePokemon)) The whole class: public class PokemonMDArrow extends EntityArrow implements IProjectile { private int field_145791_d = -1; private int field_145792_e = -1; private int field_145789_f = -1; private Block field_145790_g; private int inData; private boolean inGround; /** 1 if the player can pick up the arrow */ public int canBePickedUp; /** Seems to be some sort of timer for animating an arrow. */ public int arrowShake; /** The owner of this arrow. */ public Entity shootingEntity; private int ticksInGround; private int ticksInAir; private double damage = 2.0D; /** The amount of knockback an arrow applies when it hits a mob. */ private int knockbackStrength; public PokemonMDArrow(World p_i1753_1_) { super(p_i1753_1_); this.renderDistanceWeight = 10.0D; this.setSize(0.5F, 0.5F); } public PokemonMDArrow(World world, Entity entityLivingBasePar, double posX, double posY, double posZ, double motionX, double motionY, double motionZ, float rotationYaw, float rotationPitch) { super(world); this.renderDistanceWeight = 10.0D; this.shootingEntity = entityLivingBasePar; this.canBePickedUp = 1; this.setSize(0.5F, 0.5F); this.setLocationAndAngles(this.shootingEntity.posX, this.shootingEntity.posY + (double)this.shootingEntity.getEyeHeight(), this.shootingEntity.posZ, this.shootingEntity.rotationYaw, this.shootingEntity.rotationPitch); this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.posY -= 0.10000000149011612D; this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.setPosition(this.posX, this.posY, this.posZ); this.yOffset = 0.0F; this.posX = posX; this.posY = posY; this.posZ = posZ; this.motionX = motionX; this.motionY = motionY; this.motionZ = motionZ; this.prevRotationYaw = this.rotationYaw = rotationYaw; this.prevRotationPitch = this.rotationPitch = rotationPitch; } protected void entityInit() { this.dataWatcher.addObject(16, Byte.valueOf((byte)0)); } /** * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction. */ public void setThrowableHeading(double p_70186_1_, double p_70186_3_, double p_70186_5_, float p_70186_7_, float p_70186_8_) { float f2 = MathHelper.sqrt_double(p_70186_1_ * p_70186_1_ + p_70186_3_ * p_70186_3_ + p_70186_5_ * p_70186_5_); p_70186_1_ /= (double)f2; p_70186_3_ /= (double)f2; p_70186_5_ /= (double)f2; p_70186_1_ += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)p_70186_8_; p_70186_3_ += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)p_70186_8_; p_70186_5_ += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)p_70186_8_; p_70186_1_ *= (double)p_70186_7_; p_70186_3_ *= (double)p_70186_7_; p_70186_5_ *= (double)p_70186_7_; this.motionX = p_70186_1_; this.motionY = p_70186_3_; this.motionZ = p_70186_5_; float f3 = MathHelper.sqrt_double(p_70186_1_ * p_70186_1_ + p_70186_5_ * p_70186_5_); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(p_70186_1_, p_70186_5_) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(p_70186_3_, (double)f3) * 180.0D / Math.PI); this.ticksInGround = 0; } /** * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX, * posY, posZ, yaw, pitch */ @SideOnly(Side.CLIENT) public void setPositionAndRotation2(double p_70056_1_, double p_70056_3_, double p_70056_5_, float p_70056_7_, float p_70056_8_, int p_70056_9_) { this.setPosition(p_70056_1_, p_70056_3_, p_70056_5_); this.setRotation(p_70056_7_, p_70056_8_); } /** * Sets the velocity to the args. Args: x, y, z */ @SideOnly(Side.CLIENT) public void setVelocity(double p_70016_1_, double p_70016_3_, double p_70016_5_) { this.motionX = p_70016_1_; this.motionY = p_70016_3_; this.motionZ = p_70016_5_; if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(p_70016_1_ * p_70016_1_ + p_70016_5_ * p_70016_5_); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(p_70016_1_, p_70016_5_) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(p_70016_3_, (double)f) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.ticksInGround = 0; } } /** * Called to update the entity's position/logic. */ @Override public void onUpdate() { this.onEntityUpdate(); if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI); } Block block = this.worldObj.getBlock(this.field_145791_d, this.field_145792_e, this.field_145789_f); if (block.getMaterial() != Material.air) { block.setBlockBoundsBasedOnState(this.worldObj, this.field_145791_d, this.field_145792_e, this.field_145789_f); AxisAlignedBB axisalignedbb = block.getCollisionBoundingBoxFromPool(this.worldObj, this.field_145791_d, this.field_145792_e, this.field_145789_f); if (axisalignedbb != null && axisalignedbb.isVecInside(Vec3.createVectorHelper(this.posX, this.posY, this.posZ))) { this.inGround = true; } } if (this.arrowShake > 0) { --this.arrowShake; } if (this.inGround) { int j = this.worldObj.getBlockMetadata(this.field_145791_d, this.field_145792_e, this.field_145789_f); if (block == this.field_145790_g && j == this.inData) { ++this.ticksInGround; if (this.ticksInGround == 1200) { this.setDead(); } } else { this.inGround = false; this.motionX *= (double)(this.rand.nextFloat() * 0.2F); this.motionY *= (double)(this.rand.nextFloat() * 0.2F); this.motionZ *= (double)(this.rand.nextFloat() * 0.2F); this.ticksInGround = 0; this.ticksInAir = 0; } } else { ++this.ticksInAir; Vec3 vec31 = Vec3.createVectorHelper(this.posX, this.posY, this.posZ); Vec3 vec3 = Vec3.createVectorHelper(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); MovingObjectPosition movingobjectposition = this.worldObj.func_147447_a(vec31, vec3, false, true, false); vec31 = Vec3.createVectorHelper(this.posX, this.posY, this.posZ); vec3 = Vec3.createVectorHelper(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); if (movingobjectposition != null) { vec3 = Vec3.createVectorHelper(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord); } Entity entity = null; List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D)); double d0 = 0.0D; int i; float f1; for (i = 0; i < list.size(); ++i) { Entity entity1 = (Entity)list.get(i); if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 5) && !(entity1 instanceof TamablePokemon)) { f1 = 0.3F; AxisAlignedBB axisalignedbb1 = entity1.boundingBox.expand((double)f1, (double)f1, (double)f1); MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec31, vec3); if (movingobjectposition1 != null) { double d1 = vec31.distanceTo(movingobjectposition1.hitVec); if (d1 < d0 || d0 == 0.0D) { entity = entity1; d0 = d1; } } } } if (entity != null) { movingobjectposition = new MovingObjectPosition(entity); } if (movingobjectposition != null && movingobjectposition.entityHit != null && movingobjectposition.entityHit instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer)movingobjectposition.entityHit; if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer)this.shootingEntity).canAttackPlayer(entityplayer)) { movingobjectposition = null; } } float f2; float f4; if (movingobjectposition != null) { if (movingobjectposition.entityHit != null) { f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int k = MathHelper.ceiling_double_int((double)f2 * this.damage); if (this.getIsCritical()) { k += this.rand.nextInt(k / 2 + 2); } DamageSource damagesource = null; if (this.shootingEntity == null) { damagesource = DamageSource.causeArrowDamage(this, this); } else { damagesource = DamageSource.causeArrowDamage(this, this.shootingEntity); } if (this.isBurning() && !(movingobjectposition.entityHit instanceof EntityEnderman)) { movingobjectposition.entityHit.setFire(5); } if (movingobjectposition.entityHit.attackEntityFrom(damagesource, (float)k)) { if (movingobjectposition.entityHit instanceof EntityLivingBase) { EntityLivingBase entitylivingbase = (EntityLivingBase)movingobjectposition.entityHit; if (!this.worldObj.isRemote) { entitylivingbase.setArrowCountInEntity(entitylivingbase.getArrowCountInEntity() + 1); } if (this.knockbackStrength > 0) { f4 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); if (f4 > 0.0F) { movingobjectposition.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4); } } if (this.shootingEntity != null && this.shootingEntity instanceof EntityLivingBase) { EnchantmentHelper.func_151384_a(entitylivingbase, this.shootingEntity); EnchantmentHelper.func_151385_b((EntityLivingBase)this.shootingEntity, entitylivingbase); } if (this.shootingEntity != null && movingobjectposition.entityHit != this.shootingEntity && movingobjectposition.entityHit instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP) { ((EntityPlayerMP)this.shootingEntity).playerNetServerHandler.sendPacket(new S2BPacketChangeGameState(6, 0.0F)); } } this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); if (!(movingobjectposition.entityHit instanceof EntityEnderman)) { this.setDead(); } } else { this.motionX *= -0.10000000149011612D; this.motionY *= -0.10000000149011612D; this.motionZ *= -0.10000000149011612D; this.rotationYaw += 180.0F; this.prevRotationYaw += 180.0F; this.ticksInAir = 0; } } else { this.field_145791_d = movingobjectposition.blockX; this.field_145792_e = movingobjectposition.blockY; this.field_145789_f = movingobjectposition.blockZ; this.field_145790_g = this.worldObj.getBlock(this.field_145791_d, this.field_145792_e, this.field_145789_f); this.inData = this.worldObj.getBlockMetadata(this.field_145791_d, this.field_145792_e, this.field_145789_f); this.motionX = (double)((float)(movingobjectposition.hitVec.xCoord - this.posX)); this.motionY = (double)((float)(movingobjectposition.hitVec.yCoord - this.posY)); this.motionZ = (double)((float)(movingobjectposition.hitVec.zCoord - this.posZ)); f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); this.posX -= this.motionX / (double)f2 * 0.05000000074505806D; this.posY -= this.motionY / (double)f2 * 0.05000000074505806D; this.posZ -= this.motionZ / (double)f2 * 0.05000000074505806D; this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); this.inGround = true; this.arrowShake = 7; this.setIsCritical(false); if (this.field_145790_g.getMaterial() != Material.air) { this.field_145790_g.onEntityCollidedWithBlock(this.worldObj, this.field_145791_d, this.field_145792_e, this.field_145789_f, this); } } } if (this.getIsCritical()) { for (i = 0; i < 4; ++i) { this.worldObj.spawnParticle("crit", this.posX + this.motionX * (double)i / 4.0D, this.posY + this.motionY * (double)i / 4.0D, this.posZ + this.motionZ * (double)i / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ); } } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) { ; } while (this.rotationPitch - this.prevRotationPitch >= 180.0F) { this.prevRotationPitch += 360.0F; } while (this.rotationYaw - this.prevRotationYaw < -180.0F) { this.prevRotationYaw -= 360.0F; } while (this.rotationYaw - this.prevRotationYaw >= 180.0F) { this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; float f3 = 0.99F; f1 = 0.05F; if (this.isInWater()) { for (int l = 0; l < 4; ++l) { f4 = 0.25F; this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f4, this.posY - this.motionY * (double)f4, this.posZ - this.motionZ * (double)f4, this.motionX, this.motionY, this.motionZ); } f3 = 0.8F; } if (this.isWet()) { this.extinguish(); } this.motionX *= (double)f3; this.motionY *= (double)f3; this.motionZ *= (double)f3; this.motionY -= (double)f1; this.setPosition(this.posX, this.posY, this.posZ); this.func_145775_I(); } } /** * (abstract) Protected helper method to write subclass entity data to NBT. */ public void writeEntityToNBT(NBTTagCompound p_70014_1_) { p_70014_1_.setShort("xTile", (short)this.field_145791_d); p_70014_1_.setShort("yTile", (short)this.field_145792_e); p_70014_1_.setShort("zTile", (short)this.field_145789_f); p_70014_1_.setShort("life", (short)this.ticksInGround); p_70014_1_.setByte("inTile", (byte)Block.getIdFromBlock(this.field_145790_g)); p_70014_1_.setByte("inData", (byte)this.inData); p_70014_1_.setByte("shake", (byte)this.arrowShake); p_70014_1_.setByte("inGround", (byte)(this.inGround ? 1 : 0)); p_70014_1_.setByte("pickup", (byte)this.canBePickedUp); p_70014_1_.setDouble("damage", this.damage); } /** * (abstract) Protected helper method to read subclass entity data from NBT. */ public void readEntityFromNBT(NBTTagCompound p_70037_1_) { this.field_145791_d = p_70037_1_.getShort("xTile"); this.field_145792_e = p_70037_1_.getShort("yTile"); this.field_145789_f = p_70037_1_.getShort("zTile"); this.ticksInGround = p_70037_1_.getShort("life"); this.field_145790_g = Block.getBlockById(p_70037_1_.getByte("inTile") & 255); this.inData = p_70037_1_.getByte("inData") & 255; this.arrowShake = p_70037_1_.getByte("shake") & 255; this.inGround = p_70037_1_.getByte("inGround") == 1; if (p_70037_1_.hasKey("damage", 99)) { this.damage = p_70037_1_.getDouble("damage"); } if (p_70037_1_.hasKey("pickup", 99)) { this.canBePickedUp = p_70037_1_.getByte("pickup"); } else if (p_70037_1_.hasKey("player", 99)) { this.canBePickedUp = p_70037_1_.getBoolean("player") ? 1 : 0; } } /** * Called by a player entity when they collide with an entity */ public void onCollideWithPlayer(EntityPlayer p_70100_1_) { if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0) { boolean flag = this.canBePickedUp == 1 || this.canBePickedUp == 2 && p_70100_1_.capabilities.isCreativeMode; if (this.canBePickedUp == 1 && !p_70100_1_.inventory.addItemStackToInventory(new ItemStack(Items.arrow, 1))) { flag = false; } if (flag) { this.playSound("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F); p_70100_1_.onItemPickup(this, 1); this.setDead(); } } } /** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */ protected boolean canTriggerWalking() { return false; } @SideOnly(Side.CLIENT) public float getShadowSize() { return 0.0F; } public void setDamage(double p_70239_1_) { this.damage = p_70239_1_; } public double getDamage() { return this.damage; } /** * Sets the amount of knockback the arrow applies when it hits a mob. */ public void setKnockbackStrength(int p_70240_1_) { this.knockbackStrength = p_70240_1_; } /** * If returns false, the item will not inflict any damage against entities. */ public boolean canAttackWithItem() { return false; } /** * Whether the arrow has a stream of critical hit particles flying behind it. */ public void setIsCritical(boolean p_70243_1_) { byte b0 = this.dataWatcher.getWatchableObjectByte(16); if (p_70243_1_) { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 | 1))); } else { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 & -2))); } } /** * Whether the arrow has a stream of critical hit particles flying behind it. */ public boolean getIsCritical() { byte b0 = this.dataWatcher.getWatchableObjectByte(16); return (b0 & 1) != 0; } } The onEntityJoinWorld() in my event handle: @SubscribeEvent public void onEntityJoinWorld(EntityJoinWorldEvent event) { if (event.entity.getClass() != PokemonMDArrow.class && event.entity.getClass() == EntityArrow.class) { if (!event.entity.worldObj.isRemote) { if(((EntityArrow)event.entity).shootingEntity instanceof EntityPlayer) { PokemonMDArrow pokmeonMDArrow = new PokemonMDArrow(((EntityArrow)event.entity).worldObj, ((EntityArrow)event.entity).shootingEntity, ((EntityArrow)event.entity).posX, ((EntityArrow)event.entity).posY, ((EntityArrow)event.entity).posZ, ((EntityArrow)event.entity).motionX, ((EntityArrow)event.entity).motionY, ((EntityArrow)event.entity).motionZ, ((EntityArrow)event.entity).rotationYaw, ((EntityArrow)event.entity).rotationPitch); pokmeonMDArrow.worldObj.spawnEntityInWorld(pokmeonMDArrow); } } event.entity.setDead(); } } The Render class, a copy paste with just a change to the Entity class accepted: @SideOnly(Side.CLIENT) public class RenderPokemonMDArrow extends Render { private static final ResourceLocation arrowTextures = new ResourceLocation("textures/entity/arrow.png"); /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(PokemonMDArrow p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_) { this.bindEntityTexture(p_76986_1_); GL11.glPushMatrix(); GL11.glTranslatef((float)p_76986_2_, (float)p_76986_4_, (float)p_76986_6_); GL11.glRotatef(p_76986_1_.prevRotationYaw + (p_76986_1_.rotationYaw - p_76986_1_.prevRotationYaw) * p_76986_9_ - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(p_76986_1_.prevRotationPitch + (p_76986_1_.rotationPitch - p_76986_1_.prevRotationPitch) * p_76986_9_, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.instance; byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float)(0 + b0 * 10) / 32.0F; float f5 = (float)(5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float)(5 + b0 * 10) / 32.0F; float f9 = (float)(10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float f11 = (float)p_76986_1_.arrowShake - p_76986_9_; if (f11 > 0.0F) { float f12 = -MathHelper.sin(f11 * 3.0F) * f11; GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f10, f10, f10); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); for (int i = 0; i < 4; ++i) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4); tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5); tessellator.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected ResourceLocation getEntityTexture(PokemonMDArrow p_110775_1_) { return arrowTextures; } /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected ResourceLocation getEntityTexture(Entity p_110775_1_) { return this.getEntityTexture((PokemonMDArrow)p_110775_1_); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_) { this.doRender((PokemonMDArrow)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_); } } If anything else needs to be shown, just let me know. (yes, I would normally clean up the unnamed variable names. I wait until Quote
coolAlias Posted June 27, 2016 Posted June 27, 2016 EntityArrow does some special-casing on its spawn packet, so whenever you extend it you need to implement IEntityAdditionalSpawnData and perform the same special casing to your own arrow: @Override public void writeSpawnData(ByteArrayDataOutput buffer) { buffer.writeInt(this.shootingEntity != null ? this.shootingEntity.entityId : -1); } @Override public void readSpawnData(ByteArrayDataInput buffer) { // Replicate EntityArrow's special spawn packet handling from NetClientHandler#handleVehicleSpawn: Entity shooter = worldObj.getEntityByID(buffer.readInt()); if (shooter instanceof EntityLivingBase) { this.shootingEntity = (EntityLivingBase) shooter; } } Strangely enough, that fixed the crooked arrow issue for me. Quote http://i.imgur.com/NdrFdld.png[/img]
FuzzyAcornIndustries Posted June 27, 2016 Author Posted June 27, 2016 Nice! It works lovely. I think there is a version difference with what you gave me. Mine ended up as: @Override public void writeSpawnData(ByteBuf buffer) { buffer.writeInt(this.shootingEntity != null ? this.shootingEntity.getEntityId() : -1); } @Override public void readSpawnData(ByteBuf buffer) { // Replicate EntityArrow's special spawn packet handling from NetClientHandler#handleVehicleSpawn: Entity shooter = worldObj.getEntityByID(buffer.readInt()); if (shooter instanceof EntityLivingBase) { this.shootingEntity = (EntityLivingBase) shooter; } } Thanks coolAlias, you are the best! And if someone else is reading this page to add your own custom arrow, don't copy my code from the my previous post. It has several issues I am now finding since my last post. I'll see to fixing them. Quote
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