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[1.12.2] Arrows from custom bow are not flying correctly


MrMarnic
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Here is my problem.

I have create a custom bow which is working fine but when I am increasing the velocity of the arrows, the arrows have an offset when flying.

They are not flying as straight as the arrows from the vanilla bow.

Here is my code:

public class BasicBow extends ItemBow{

    public BasicBow(String name) {
        setRegistryName(name);
      	setUnlocalizedName(name);
        setMaxDamage(384);
        this.addPropertyOverride(new ResourceLocation("pull"), new IItemPropertyGetter()
        {
            @SideOnly(Side.CLIENT)
            public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn)
            {
                if (entityIn == null)
                {
                    return 0.0F;
                }
                else
                {
                    return !(entityIn.getActiveItemStack().getItem() instanceof ItemBow) ? 0.0F : (float)(stack.getMaxItemUseDuration() - entityIn.getItemInUseCount()) / 20f;
                }
            }
        });
    }

    @Override
    public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase entityLiving, int timeLeft) {
        if (entityLiving instanceof EntityPlayer)
        {
            EntityPlayer entityplayer = (EntityPlayer)entityLiving;
            boolean flag = entityplayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantments.INFINITY, stack) > 0;
            ItemStack itemstack = this.findAmmo(entityplayer);

            int i = this.getMaxItemUseDuration(stack) - timeLeft;
            i = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(stack, worldIn, entityplayer, i, !itemstack.isEmpty() || flag);
            if (i < 0) return;

            if (!itemstack.isEmpty() || flag)
            {
                if (itemstack.isEmpty())
                {
                    itemstack = new ItemStack(Items.ARROW);
                }

                float f = getArrowVelocity(i);

                if ((double)f >= 0.1D)
                {
                    boolean flag1 = entityplayer.capabilities.isCreativeMode || (itemstack.getItem() instanceof ItemArrow && ((ItemArrow) itemstack.getItem()).isInfinite(itemstack, stack, entityplayer));

                    if (!worldIn.isRemote)
                    {
                        ItemArrow itemarrow = (ItemArrow)(itemstack.getItem() instanceof ItemArrow ? itemstack.getItem() : Items.ARROW);
                        EntityArrow entityarrow = itemarrow.createArrow(worldIn, itemstack, entityplayer);
                        entityarrow = this.customizeArrow(entityarrow);
                        entityarrow.shoot(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 4, 1f);

                        if (f == 1.0F)
                        {
                            entityarrow.setIsCritical(true);
                        }

                        int j = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, stack);

                        if (j > 0)
                        {
                            entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D + settings.getDamage());
                        }

                        int k = EnchantmentHelper.getEnchantmentLevel(Enchantments.PUNCH, stack);

                        if (k > 0)
                        {
                            entityarrow.setKnockbackStrength(k);
                        }

                        if (EnchantmentHelper.getEnchantmentLevel(Enchantments.FLAME, stack) > 0)
                        {
                            entityarrow.setFire(100);
                        }

                        stack.damageItem(1, entityplayer);

                        if (flag1 || entityplayer.capabilities.isCreativeMode && (itemstack.getItem() == Items.SPECTRAL_ARROW || itemstack.getItem() == Items.TIPPED_ARROW))
                        {
                            entityarrow.pickupStatus = EntityArrow.PickupStatus.CREATIVE_ONLY;
                        }

                        worldIn.spawnEntity(entityarrow);
                    }

                    worldIn.playSound((EntityPlayer)null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ENTITY_ARROW_SHOOT, SoundCategory.PLAYERS, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

                    if (!flag1 && !entityplayer.capabilities.isCreativeMode)
                    {
                        itemstack.shrink(1);

                        if (itemstack.isEmpty())
                        {
                            entityplayer.inventory.deleteStack(itemstack);
                        }
                    }

                    entityplayer.addStat(StatList.getObjectUseStats(this));
                }
            }
        }
    }
}

In this line I am applying the velocity:

entityarrow.shoot(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 4.5f, 1f);

When I multiply f with an float higher than 4 the bug is occuring.

It would be nice if you can help me.

Edited by MrMarnic
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