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ArrowLooseEvent ... Listener?


AndrewM16921

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In ItemBow, there's a bit that says:

 

ArrowLooseEvent event = new ArrowLooseEvent(player, bow, var6);

MinecraftForge.EVENT_BUS.post(event);

 

I'm trying to find the handler that handles this event. I tried looking through the call hierarchy, did a search within eclipse, even ran my mod in debug mode, but I could not find it. Does anyone know where it is or what it's called?

 

Essentially, I'm trying to make a custom arrow start out straight. For some reason, even with the same code as the normal bow/arrow, its angle is weird at first but then fixes itself in a couple seconds (if it makes it that far). Also, shooting a normal arrow with my modified bow works just fine, so I'm guessing it's something in the arrow entity class. So, I wrote this method to fix it and call it right after it's fired, but it doesn't seem to make any changes whatsoever.

 

public void setAngles(Vec3 v)
{
double x = v.xCoord;
double y = v.yCoord;
double z = v.zCoord;

float a = MathHelper.sqrt_double(x * x + z * z);
this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI);
this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)a) * 180.0D / Math.PI);
this.prevRotationPitch = this.rotationPitch;
this.prevRotationYaw = this.rotationYaw;
this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
}

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So, I hacked together a quick "fix." It still has the same problem, but it fixes itself so quick that it doesn't matter that much now.

 

I just changed the onUpdate() method in my custom EntityArrow class to force a fix if ticksInAir < 4.

 

public void onUpdate()
{
super.onUpdate();

if((!this.inGround && this.ticksInAir < 4) || (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F))
{
	float var1 = 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)var1) * 180.0D / Math.PI);
}
...

 

If anyone knows a proper fix though, please let me know.

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