Fix Nuke flying away when lit

Still reverts back to tnt texture when lit, don't know how to fix it.
This commit is contained in:
Justin Vitale 2020-06-25 02:10:35 +10:00
parent 608ee810f7
commit f15d3bd8f7

View file

@ -28,11 +28,16 @@ import net.minecraft.entity.EntityType;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.MovementType;
import net.minecraft.entity.TntEntity;
import net.minecraft.network.Packet;
import net.minecraft.network.packet.s2c.play.EntitySpawnS2CPacket;
import net.minecraft.particle.ParticleTypes;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import reborncore.common.explosion.RebornExplosion;
import team.reborn.energy.EnergyTier;
import techreborn.config.TechRebornConfig;
import techreborn.init.TRBlockEntities;
import techreborn.init.TRContent;
/**
* Created by Mark on 13/03/2016.
@ -51,15 +56,6 @@ public class EntityNukePrimed extends TntEntity {
@Override
public void tick() {
this.prevX = this.getX();
this.prevY = this.getY();
this.prevZ = this.getZ();
Vec3d velocity = getVelocity();
double motionX = velocity.x;
double motionY = velocity.y;
double motionZ = velocity.z;
if (!this.hasNoGravity()) {
this.setVelocity(this.getVelocity().add(0.0D, -0.04D, 0.0D));
}
@ -70,18 +66,17 @@ public class EntityNukePrimed extends TntEntity {
this.setVelocity(this.getVelocity().multiply(0.7D, -0.5D, 0.7D));
}
setVelocity(new Vec3d(motionX, motionZ, motionY));
setFuse(getFuseTimer() - 1);
if (getFuseTimer() <= 0) {
if (this.getFuseTimer() <= 0) {
this.remove();
if (!this.world.isClient) {
explodeNuke();
this.explodeNuke();
}
} else {
this.updateWaterState();
this.world.addParticle(ParticleTypes.SMOKE, this.getX(), this.getY() + 0.5D, this.getZ(), 0.0D, 0.0D, 0.0D);
if (this.world.isClient) {
this.world.addParticle(ParticleTypes.SMOKE, this.getX(), this.getY() + 0.5D, this.getZ(), 0.0D, 0.0D, 0.0D);
}
}
}