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[1.15.2] Override function for all entities


Slexom

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I've a custom version of the Entity.handleWaterMovement in a custom entity for testing, and is working on that entity. Now, I want that all entities in game(or maybe just LivingEntity) use this new function instead of the vanilla version. For my custom entities a very bad solution is to copy-paste that code, but for vanilla... 

Is there a way?

 

The code aim to enable water movement to a custom fluid checking for its tag. The rest of the functioon is unalterated for the moment.

public boolean handleWaterMovement() {
        ResourceLocation customFluidTag = new ResourceLocation(MyMod.MOD_ID, "cust_fluid");
        if (this.getRidingEntity() instanceof BoatEntity) {
            this.inWater = false;
        } else if (this.handleFluidAcceleration(FluidTags.WATER) || this.handleFluidAcceleration(FluidTags.getCollection().getOrCreate(customFluidTag))) {
            if (!this.inWater && !this.firstUpdate) {
                this.doWaterSplashEffect();
            }
            this.fallDistance = 0.0F;
            this.inWater = true;
            this.extinguish();
        } else {
            this.inWater = false;
        }
        return this.inWater;
    }

 

Edited by Slexom
Edited

My mod:

Earth2Java - Mobs [1.15.2]

 

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Howdy

 

I'm assuming that you don't want to add your custom fluid to the vanilla "water" Tag, then?

(i.e. like this https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe35_recipes)

 

If not - I don't think there is an easy way, no.

 

I don't have experience with this recently but the two key words that might be worth searching for are

"coremod"

and

"asm"

They will let you overwrite parts of the vanilla Entity::handleWaterMovement code.  It's a bit arcane and can be rather brittle but might be your only choice.

 

Cheers

  TGG

 

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