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What Replaced EntityLivingBase in 1.14


Morlitch

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Mappings (as well as code) have changed recently.

EntityLivingBase -> LivingEntity.

AFAIK there is no EntityLivingBase anymore; LivingEntity has taken its place (and combined the previous EntityLiving and EntityLivingBase).

Edited by DavidM

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1 minute ago, poopoodice said:

It seems like EntityLiving is now LivingEntity, and EntityLivingBase is now MobEntity

My bad. That seems to be the correct relationship.

You probably meant the other way though.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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So if I wanted to do something like:

		PlayerEntity player = (PlayerEntity) dependencies.get("player");
		Entity entity = (LivingEntity) dependencies.get("entity");
		World world = (World) dependencies.get("world");
		if ((((player instanceof LivingEntity) ? ((LivingEntity) player).getHeldItemMainhand() : ItemStack.EMPTY)
				.getItem() == new ItemStack(WoodenHammerItem.block, (int) (1)).getItem())) {
				double d1 = player.posX - entity.posX;
				double d0;

				for (d0 = player.posZ - entity.posZ; d1 * d1 + d0 * d0 < 1.0E-4D; d0 = (Math.random() - Math.random()) * 0.01D) {
					d1 = (Math.random() - Math.random()) * 0.01D;
				}

				entity.attackedAtYaw = (float) (Math.atan2(d0, d1) * (180D / Math.PI) - entity.rotationYaw);
				entity.knockBack(player, 5.0F, d1, d0);
		}

So I can implement a custom level of knockback for a tool, how could I access the attackedAtYaw and knockBack arguments for the LivingEntity object? Or, if there is a more efficient way to implement knockback on hit of a mob, what would that be?

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