/** * Used for easily adding entity-dependent animations. The second and third float params here are the same second * and third as in the setRotationAngles method. */ public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime) { EntityMagmaCube entitymagmacube = (EntityMagmaCube)entitylivingbaseIn; float f = entitymagmacube.prevSquishFactor + (entitymagmacube.squishFactor - entitymagmacube.prevSquishFactor) * partialTickTime; if (f < 0.0F) { f = 0.0F; } for (int i = 0; i < this.segments.length; ++i) { this.segments[i].rotationPointY = (float)(-(4 - i)) * f * 1.7F; } }
/** * Used for easily adding entity-dependent animations. The second and third float params here are the same second * and third as in the setRotationAngles method. */ public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4) { EntityMagmaCube var5 = (EntityMagmaCube)par1EntityLivingBase; float var6 = var5.prevSquishFactor + (var5.squishFactor - var5.prevSquishFactor) * par4; if (var6 < 0.0F) { var6 = 0.0F; } for (int var7 = 0; var7 < this.field_78109_a.length; ++var7) { this.field_78109_a[var7].rotationPointY = (float)(-(4 - var7)) * var6 * 1.7F; } }
public BiomeGenDarkLand(int id) { super(id); this.waterColorMultiplier = 0x666600; this.theBiomeDecorator.treesPerChunk = 1; this.theBiomeDecorator.grassPerChunk = 1; this.theBiomeDecorator.flowersPerChunk = -999; this.theBiomeDecorator.generateLakes = true; this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityDarkZertum.class, 100, 4, 4)); this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityBat.class, 60, 1, 5)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityMagmaCube.class, 1, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityPigZombie.class, 20, 2, 3)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityGhast.class, 20, 1, 2)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityKurr.class, 10, 2, 2)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntitySpider.class, 100, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityZombie.class, 100, 4, 4)); }
public BiomeGenDarkLand(int id) { super(id); this.waterColorMultiplier = 0x666600; this.theBiomeDecorator.treesPerChunk = 1; this.theBiomeDecorator.grassPerChunk = 1; this.theBiomeDecorator.flowersPerChunk = -999; this.addFlower(ModBlocks.nileBlackFlower.getDefaultState(), 100); this.theBiomeDecorator.generateLakes = true; this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityBat.class, 60, 1, 5)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityMagmaCube.class, 1, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityPigZombie.class, 20, 2, 3)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityGhast.class, 20, 1, 2)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntitySpider.class, 100, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityZombie.class, 100, 4, 4)); }
public BiomeHellAnomaly(int id) { super(id); this.setBiomeName("Hell Anomaly"); this.rootHeight = -1F; this.heightVariation = 3.5F; this.setColor(16711680); this.setDisableRain(); this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableWaterCreatureList.clear(); this.spawnableCaveCreatureList.clear(); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityGhast.class, 50, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityPigZombie.class, 100, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityMagmaCube.class, 1, 4, 4)); this.topBlock = Blocks.netherrack; this.fillerBlock = Blocks.netherrack; this.theBiomeDecorator = new BiomeAnomalyDecorator(); }
private static void init() { addDrop(EntityCreeper.class, SkillBase.armorBreak); addDrop(EntityIronGolem.class, SkillBase.armorBreak); addDrop(EntitySilverfish.class, SkillBase.dash); addDrop(EntityHorse.class, SkillBase.dash); addDrop(EntityEnderman.class, SkillBase.dodge); addDrop(EntityKeese.class, SkillBase.dodge); addDrop(EntitySpider.class, SkillBase.endingBlow); addDrop(EntityCaveSpider.class, SkillBase.leapingBlow); addDrop(EntityMagmaCube.class, SkillBase.leapingBlow); addDrop(EntityPigZombie.class, SkillBase.parry); addDrop(EntityOcelot.class, SkillBase.parry); addDrop(EntityOctorok.class, SkillBase.risingCut); addDrop(EntityBlaze.class, SkillBase.spinAttack); addDrop(EntityDarknut.class, SkillBase.spinAttack); addDrop(EntityZombie.class, SkillBase.swordBasic); addDrop(EntitySkeleton.class, SkillBase.swordBasic); addDrop(EntityGhast.class, SkillBase.swordBeam); addDrop(EntityWitch.class, SkillBase.swordBeam); addDrop(EntityWizzrobe.class, SkillBase.swordBreak); }
/** * Used for easily adding entity-dependent animations. The second and third float params here are the same second * and third as in the setRotationAngles method. */ public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4) { EntityMagmaCube entitymagmacube = (EntityMagmaCube)par1EntityLivingBase; float f3 = entitymagmacube.prevSquishFactor + (entitymagmacube.squishFactor - entitymagmacube.prevSquishFactor) * par4; if (f3 < 0.0F) { f3 = 0.0F; } for (int i = 0; i < this.field_78109_a.length; ++i) { this.field_78109_a[i].rotationPointY = (float)(-(4 - i)) * f3 * 1.7F; } }
@Override public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_) { EntityMagmaCube entitymagmacube = (EntityMagmaCube) p_78086_1_; float f3 = entitymagmacube.prevSquishFactor + (entitymagmacube.squishFactor - entitymagmacube.prevSquishFactor) * p_78086_4_; int size = entitymagmacube.getSlimeSize(); if (f3 < 0.0F) { f3 = 0.0F; } if (size > 1) { int i = (p_78086_1_.ticksExisted >> 2) % 8; coreRenderer = coreRenderers[i]; } else { coreRenderer = coreRendererClay; } coreRenderer.rotationPointY = f3 * 1.7F; for (int i = 0; i < this.sliceRenderers.length; ++i) { this.sliceRenderers[i].rotationPointY = (-(4 - i)) * f3 * 1.7F; } }
public BiomeGenHell(int p_i1981_1_) { super(p_i1981_1_); this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableWaterCreatureList.clear(); this.spawnableCaveCreatureList.clear(); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityGhast.class, 50, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityPigZombie.class, 100, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityMagmaCube.class, 1, 4, 4)); }
public MapGenNetherBridge() { this.spawnList.add(new BiomeGenBase.SpawnListEntry(EntityBlaze.class, 10, 2, 3)); this.spawnList.add(new BiomeGenBase.SpawnListEntry(EntityPigZombie.class, 5, 4, 4)); this.spawnList.add(new BiomeGenBase.SpawnListEntry(EntitySkeleton.class, 10, 4, 4)); this.spawnList.add(new BiomeGenBase.SpawnListEntry(EntityMagmaCube.class, 3, 4, 4)); }
/** * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args: * entityLiving, partialTickTime */ protected void preRenderCallback(EntityMagmaCube entitylivingbaseIn, float partialTickTime) { int i = entitylivingbaseIn.getSlimeSize(); float f = (entitylivingbaseIn.prevSquishFactor + (entitylivingbaseIn.squishFactor - entitylivingbaseIn.prevSquishFactor) * partialTickTime) / ((float)i * 0.5F + 1.0F); float f1 = 1.0F / (f + 1.0F); float f2 = (float)i; GlStateManager.scale(f1 * f2, 1.0F / f1 * f2, f1 * f2); }
public BiomeHell(Biome.BiomeProperties properties) { super(properties); this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableWaterCreatureList.clear(); this.spawnableCaveCreatureList.clear(); this.spawnableMonsterList.add(new Biome.SpawnListEntry(EntityGhast.class, 50, 4, 4)); this.spawnableMonsterList.add(new Biome.SpawnListEntry(EntityPigZombie.class, 100, 4, 4)); this.spawnableMonsterList.add(new Biome.SpawnListEntry(EntityMagmaCube.class, 2, 4, 4)); this.spawnableMonsterList.add(new Biome.SpawnListEntry(EntityEnderman.class, 1, 4, 4)); this.theBiomeDecorator = new BiomeHellDecorator(); }
public MapGenNetherBridge() { this.spawnList.add(new Biome.SpawnListEntry(EntityBlaze.class, 10, 2, 3)); this.spawnList.add(new Biome.SpawnListEntry(EntityPigZombie.class, 5, 4, 4)); this.spawnList.add(new Biome.SpawnListEntry(EntityWitherSkeleton.class, 8, 5, 5)); this.spawnList.add(new Biome.SpawnListEntry(EntitySkeleton.class, 2, 5, 5)); this.spawnList.add(new Biome.SpawnListEntry(EntityMagmaCube.class, 3, 4, 4)); }
/** * Allows the render to do state modifications necessary before the model is rendered. */ protected void preRenderCallback(EntityMagmaCube entitylivingbaseIn, float partialTickTime) { int i = entitylivingbaseIn.getSlimeSize(); float f = (entitylivingbaseIn.prevSquishFactor + (entitylivingbaseIn.squishFactor - entitylivingbaseIn.prevSquishFactor) * partialTickTime) / ((float)i * 0.5F + 1.0F); float f1 = 1.0F / (f + 1.0F); GlStateManager.scale(f1 * (float)i, 1.0F / f1 * (float)i, f1 * (float)i); }
public MapGenNetherBridge() { this.spawnList.add(new Biome.SpawnListEntry(EntityBlaze.class, 10, 2, 3)); this.spawnList.add(new Biome.SpawnListEntry(EntityPigZombie.class, 5, 4, 4)); this.spawnList.add(new Biome.SpawnListEntry(EntitySkeleton.class, 10, 4, 4)); this.spawnList.add(new Biome.SpawnListEntry(EntityMagmaCube.class, 3, 4, 4)); }
private boolean isHostileMob(EntityLivingBase victim) { return victim instanceof EntityMob || victim instanceof EntitySlime || victim instanceof EntityMagmaCube || victim instanceof EntityGhast || victim instanceof EntityShulker; }
public Config() { mobs = new ArrayList<Entity>(Arrays.asList(new Entity[]{ new Entity(EntityBat.class), new Entity(EntityChicken.class), new Entity(EntityCow.class), new Entity(EntityHorse.class), new Entity(EntityMooshroom.class), new Entity(EntityOcelot.class), new Entity(EntityPig.class), new Entity(EntityRabbit.class), new Entity(EntitySheep.class), new Entity(EntitySquid.class), new Entity(EntityVillager.class), new Entity(EntityWolf.class), new Entity(EntityBlaze.class), new Entity(EntityCaveSpider.class), new Entity(EntityCreeper.class), new Entity(EntityEnderman.class), new Entity(EntityGhast.class), new Entity(EntityGolem.class), new Entity(EntityGuardian.class), new Entity(EntityIronGolem.class), new Entity(EntityMagmaCube.class), new Entity(EntityPigZombie.class), new Entity(EntitySilverfish.class), new Entity(EntitySkeleton.class), new Entity(EntitySlime.class), new Entity(EntitySnowman.class), new Entity(EntitySpider.class), new Entity(EntityWitch.class), new Entity(EntityZombie.class), new Entity(EntityItem.class), new Entity(EntityMinecart.class), new Entity(EntityPlayer.class) })); }
public BiomeGenHell(int par1) { super(par1); this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableWaterCreatureList.clear(); this.spawnableCaveCreatureList.clear(); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityGhast.class, 50, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityPigZombie.class, 100, 4, 4)); this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityMagmaCube.class, 1, 4, 4)); }
/** * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args: * entityLiving, partialTickTime */ protected void preRenderCallback(EntityMagmaCube par1EntityMagmaCube, float par2) { int var3 = par1EntityMagmaCube.getSlimeSize(); float var4 = (par1EntityMagmaCube.prevSquishFactor + (par1EntityMagmaCube.squishFactor - par1EntityMagmaCube.prevSquishFactor) * par2) / ((float)var3 * 0.5F + 1.0F); float var5 = 1.0F / (var4 + 1.0F); float var6 = (float)var3; GL11.glScalef(var5 * var6, 1.0F / var5 * var6, var5 * var6); }
protected void preRenderCallback(EntityMagmaCube p_77041_1_, float p_77041_2_) { int i = p_77041_1_.getSlimeSize(); float f1 = (p_77041_1_.prevSquishFactor + (p_77041_1_.squishFactor - p_77041_1_.prevSquishFactor) * p_77041_2_) / ((float)i * 0.5F + 1.0F); float f2 = 1.0F / (f1 + 1.0F); float f3 = (float)i; GL11.glScalef(f2 * f3, 1.0F / f2 * f3, f2 * f3); }