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Custom TNT Explosion not spawning particles


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I have a rather odd issue, and to be frank, I am 100% stumped on what is causing this.


I have a fully working TNT mod, except the particles don't work at all. The TNT explodes just fine, the explosion happens, the sound plays, but the particles are gone missing. For reference, the particles when you light the TNT do indeed appear.


Most of the code was gotten from "Explosion.class", with only minor changes to the calculations and implementing my own sound effect.


Please bear with me, as I am still a rather new, inexperienced modder. (Started just over a week ago, with little Java experience beforehand)


This is my code:

package com.turtle.benciumtnt.explosions;

import java.util.List;
import java.util.Map;
import java.util.Random;
import java.util.Set;

import javax.annotation.Nullable;

import com.google.common.collect.Lists;
import com.google.common.collect.Maps;
import com.google.common.collect.Sets;
import com.turtle.benciumtnt.entities.EntityNukePrimed;
import com.turtle.benciumtnt.entities.EntityTNTBigBoyPrimed;
import com.turtle.benciumtnt.handlers.HandlerOfSounds;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.enchantment.EnchantmentProtection;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.init.SoundEvents;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.Explosion;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class NukeExplosion extends Explosion {

private final boolean explosionSound = true;
    private final boolean causesFire;
    private final boolean damagesTerrain;
    private final Random random;
    private final World world;
    private final double x;
    private final double y;
    private final double z;
    private final Entity exploder;
    private final float size;
    private final List<BlockPos> affectedBlockPositions;
    private final Map<EntityPlayer, Vec3d> playerKnockbackMap;
    private final Vec3d position;

    public NukeExplosion(World worldIn, Entity entityIn, double x, double y, double z, float size, List<BlockPos> affectedPositions)
        this(worldIn, entityIn, x, y, z, size, false, true, affectedPositions);

    public NukeExplosion(World worldIn, Entity entityIn, double x, double y, double z, float size, boolean causesFire, boolean damagesTerrain, List<BlockPos> affectedPositions)
        this(worldIn, entityIn, x, y, z, size, causesFire, damagesTerrain);

    public NukeExplosion(World worldIn, Entity entityIn, double x, double y, double z, float size, boolean flaming, boolean damagesTerrain)
    	super(worldIn, entityIn, x, y, z, size, flaming, damagesTerrain);
        this.random = new Random();
        this.affectedBlockPositions = Lists.<BlockPos>newArrayList();
        this.playerKnockbackMap = Maps.<EntityPlayer, Vec3d>newHashMap();
        this.world = worldIn;
        this.exploder = entityIn;
        this.size = size;
        this.x = x;
        this.y = y;
        this.z = z;
        this.causesFire = flaming;
        this.damagesTerrain = damagesTerrain;
        this.position = new Vec3d(this.x, this.y, this.z);

    public void doExplosionA()
        Set<BlockPos> set = Sets.<BlockPos>newHashSet();
        int i = 128;

        for (int j = -128; j < 128; ++j)
            for (int k = -128; k < 128; ++k)
                for (int l = -128; l < 128; ++l)
                    if (j == -127 || j == 127 || k == -127 || k == 127 || l == -127 || l == 127)
                        double d0 = (double)((float)j / 99.0F * 2.0F - 1.0F);
                        double d1 = (double)((float)k / 99.0F * 2.0F - 1.0F);
                        double d2 = (double)((float)l / 99.0F * 2.0F - 1.0F);
                        double d3 = Math.sqrt(d0 * d0 + d1 * d1 + d2 * d2);
                        d0 = d0 / d3;
                        d1 = d1 / d3;
                        d2 = d2 / d3;
                        float f = this.size * (1.2F + this.world.rand.nextFloat() * 0.1F);
                        double d4 = this.x;
                        double d6 = this.y;
                        double d8 = this.z;

                        for (float f1 = 0.6F; f > 0.0F; f -= 0.95F)
                            BlockPos blockpos = new BlockPos(d4, d6, d8);
                            IBlockState iblockstate = this.world.getBlockState(blockpos);

                            if (iblockstate.getBlock() == Blocks.BEDROCK)
                                float f2 = this.exploder != null ? this.exploder.getExplosionResistance(this, this.world, blockpos, iblockstate) : iblockstate.getBlock().getExplosionResistance(world, blockpos, (Entity)null, this);
                                f -= (f2 + 0.3F) * f1;
                            if (iblockstate.getMaterial() != Material.AIR)
                                float f2 = this.exploder != null ? this.exploder.getExplosionResistance(this, this.world, blockpos, iblockstate) : iblockstate.getBlock().getExplosionResistance(world, blockpos, (Entity)null, this);
                                f -= (f2 + 0.8F - 1.0F) * 0.7E-6F;

                            if (f > 0.0F && (this.exploder == null || this.exploder.canExplosionDestroyBlock(this, this.world, blockpos, iblockstate, f)))

                            d4 += d0 * f1;
                            d6 += d1 * f1;
                            d8 += d2 * f1;

        float f3 = this.size * 6.0F;
        int k1 = MathHelper.floor(this.x - (double)f3 - 1.0D);
        int l1 = MathHelper.floor(this.x + (double)f3 + 1.0D);
        int i2 = MathHelper.floor(this.y - (double)f3 - 1.0D);
        int i1 = MathHelper.floor(this.y + (double)f3 + 1.0D);
        int j2 = MathHelper.floor(this.z - (double)f3 - 1.0D);
        int j1 = MathHelper.floor(this.z + (double)f3 + 1.0D);
        List<Entity> list = this.world.getEntitiesWithinAABBExcludingEntity(this.exploder, new AxisAlignedBB((double)k1, (double)i2, (double)j2, (double)l1, (double)i1, (double)j1));
        net.minecraftforge.event.ForgeEventFactory.onExplosionDetonate(this.world, this, list, f3);
        Vec3d vec3d = new Vec3d(this.x, this.y, this.z);

        for (int k2 = 0; k2 < list.size(); ++k2)
            Entity entity = list.get(k2);

            if (!entity.isImmuneToExplosions())
                double d12 = entity.getDistance(this.x, this.y, this.z) / (double)f3;

                if (d12 <= 1.0D)
                    double d5 = entity.posX - this.x;
                    double d7 = entity.posY + (double)entity.getEyeHeight() - this.y;
                    double d9 = entity.posZ - this.z;
                    double d13 = (double)MathHelper.sqrt(d5 * d5 + d7 * d7 + d9 * d9);

                    if (d13 != 0.0D)
                        d5 = d5 / d13;
                        d7 = d7 / d13;
                        d9 = d9 / d13;
                        double d14 = (double)this.world.getBlockDensity(vec3d, entity.getEntityBoundingBox());
                        double d10 = (1.0D - d12) * d14;
                        entity.attackEntityFrom(DamageSource.causeExplosionDamage(this), (float)((int)((d10 * d10 + d10) / 2.0D * 7.0D * (double)f3 + 1.0D)));
                        double d11 = d10;

                        if (entity instanceof EntityLivingBase)
                            d11 = EnchantmentProtection.getBlastDamageReduction((EntityLivingBase)entity, d10);

                        entity.motionX += d5 * d11;
                        entity.motionY += d7 * d11;
                        entity.motionZ += d9 * d11;

                        if (entity instanceof EntityPlayer)
                            EntityPlayer entityplayer = (EntityPlayer)entity;

                            if (!entityplayer.isSpectator() && (!entityplayer.isCreative() || !entityplayer.capabilities.isFlying))
                                this.playerKnockbackMap.put(entityplayer, new Vec3d(d5 * d10, d7 * d10, d9 * d10));
	//this is where the particles should be getting spawned.
    public void doExplosionB(boolean spawnParticles)

        if (this.size >= 2.0F && this.damagesTerrain)
            this.world.spawnParticle(EnumParticleTypes.EXPLOSION_HUGE, this.x, this.y, this.z, 1.0D, 0.0D, 0.0D);
            this.world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, this.x, this.y, this.z, 1.0D, 0.0D, 0.0D);

        if (this.damagesTerrain)
            for (BlockPos blockpos : this.affectedBlockPositions)
                IBlockState iblockstate = this.world.getBlockState(blockpos);
                Block block = iblockstate.getBlock();

                if (spawnParticles)
                    double d0 = (double)((float)blockpos.getX() + this.world.rand.nextFloat());
                    double d1 = (double)((float)blockpos.getY() + this.world.rand.nextFloat());
                    double d2 = (double)((float)blockpos.getZ() + this.world.rand.nextFloat());
                    double d3 = d0 - this.x;
                    double d4 = d1 - this.y;
                    double d5 = d2 - this.z;
                    double d6 = (double)MathHelper.sqrt(d3 * d3 + d4 * d4 + d5 * d5);
                    d3 = d3 / d6;
                    d4 = d4 / d6;
                    d5 = d5 / d6;
                    double d7 = 0.5D / (d6 / (double)this.size + 0.1D);
                    d7 = d7 * (double)(this.world.rand.nextFloat() * this.world.rand.nextFloat() + 0.3F);
                    d3 = d3 * d7;
                    d4 = d4 * d7;
                    d5 = d5 * d7;
                    this.world.spawnParticle(EnumParticleTypes.EXPLOSION_NORMAL, (d0 + this.x) / 2.0D, (d1 + this.y) / 2.0D, (d2 + this.z) / 2.0D, d3, d4, d5);
                    this.world.spawnParticle(EnumParticleTypes.SMOKE_NORMAL, d0, d1, d2, d3, d4, d5);

                if (iblockstate.getMaterial() != Material.AIR)
                    if (block.canDropFromExplosion(this))
                        block.dropBlockAsItemWithChance(this.world, blockpos, this.world.getBlockState(blockpos), 1.0F / this.size, 0);

                    block.onBlockExploded(this.world, blockpos, this);

        if (this.causesFire)
            for (BlockPos blockpos1 : this.affectedBlockPositions)
                if (this.world.getBlockState(blockpos1).getMaterial() == Material.AIR && this.world.getBlockState(blockpos1.down()).isFullBlock() && this.random.nextInt(3) == 0)
                    this.world.setBlockState(blockpos1, Blocks.FIRE.getDefaultState());
        if(explosionSound) {
        	this.world.playSound((EntityPlayer)null, this.x, this.y, this.z, HandlerOfSounds.NUKE_BLAST_SOUND, SoundCategory.MASTER, 150.0F, 1.0F);

    public Map<EntityPlayer, Vec3d> getPlayerKnockbackMap()
        return this.playerKnockbackMap;

    public EntityLivingBase getExplosivePlacedBy()
        if (this.exploder == null)
            return null;
        else if (this.exploder instanceof EntityNukePrimed)
            return ((EntityNukePrimed)this.exploder).getTntPlacedBy();
            return this.exploder instanceof EntityLivingBase ? (EntityLivingBase)this.exploder : null;

    public void clearAffectedBlockPositions()

    public List<BlockPos> getAffectedBlockPositions()
        return this.affectedBlockPositions;

    public Vec3d getPosition(){ return this.position; }


Thanks in advance!


Edited by TurtleGamingHD
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15 hours ago, diesieben07 said:

@Override does not do the overriding. Overriding a method is completely independent of @Override. @Override does not change what your code does.


As for your code: You extend the Explosion class yet you still copy-pasta most of it's code into your class. That is not the point of subclassing.

Hey, thanks for clearing that up! As mentioned in the post, I'm still rather new to Java and Modding in general.


For now I've gotten it to work with this line: 

Minecraft.getMinecraft().world.spawnParticle(EnumParticleTypes.EXPLOSION_HUGE, false, this.x, this.y, this.z, 1.0D, 0.0D, 0.0D, new int[0]);


I am not too sure if it's an efficient method or not, but it works at least. I will fix up my Explosion classes when I have more time on my hands.




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