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[1.11.2][SOLVED]Custom Arrow sound problems


SparkyFox95

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in my EntitySMGRounds(Custom arrow) I've been trying to add custom impact sounds, so far the custom sound plays when it hits an entity, but when I try to register the block coline SMGRound hits a block/the ground, the sound spams, and when shooting a mob, the game freezes. would anyone be able to help?

 

http://pastebin.com/JsTz48hV

EDIT:
updated the pastebin, EntitySMGRounds class is at the bottom

Edited by SparkyFox95
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1 hour ago, diesieben07 said:

Read the stacktrace, it points to a line. Read that line. Then understand what a NullPointerException is and the error is obvious.

I already know what variable s missing....and I know I've to call super() in the onHit method, its trying to call the right method I'm looking for that's causing the problem, I tried to explain that at the bottom of the pastebin.

Edited by SparkyFox95
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In my EntitySMGRounds do I have to have "this.playSound(ModSoundEvent.impact, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));"

in a certain line? if I put it after the super(line 86), the sound spams, but if I have it after if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
the sound doesn't play at all

(I've updated the pastebin with my entitysmgrounds class)

EDIT: Fixed it! I had to

 

    protected void onHit(RayTraceResult raytraceResultIn) {
    		super.onHit(raytraceResultIn);
    		this.playSound(ModSoundEvent.impact, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
    		
        Entity entity = raytraceResultIn.entityHit;

        if (entity != null)
        {
            float f = MathHelper.sqrt(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
            int i = MathHelper.ceil((double)f * this.damage);

            if (this.getIsCritical())
            {
                i += this.rand.nextInt(i / 2 + 2);
            }
        }
    }

I've updated the pastebin again incase anyone wants to use my SMGRounds for any reason

Edited by SparkyFox95
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