Made respawning in limbo much less nice.

Takes entrance coords and THEN adds the spawnFuzz. Its much closer to
how it used to be.
This commit is contained in:
StevenRS11
2013-10-01 16:20:07 -04:00
parent 491dc3b615
commit ca07a38eff
3 changed files with 9 additions and 10 deletions

View File

@@ -9,10 +9,12 @@ import net.minecraft.entity.monster.IMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.ChunkCoordinates;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.mod_pocketDim;
import StevenDimDoors.mod_pocketDim.core.DDTeleporter;
import StevenDimDoors.mod_pocketDim.util.Point4D;
import StevenDimDoors.mod_pocketDim.world.LimboProvider;
@@ -145,14 +147,11 @@ public class MobMonolith extends EntityFlying implements IMob
}
else if (!this.worldObj.isRemote && !entityPlayer.capabilities.isCreativeMode)
{
Point4D destination = new Point4D(
(int) this.posX + MathHelper.getRandomIntegerInRange(rand, -250, 250),
(int) this.posY + 500,
(int) this.posZ + MathHelper.getRandomIntegerInRange(rand, -250, 250),
properties.LimboDimensionID);
DDTeleporter.teleportEntity(entityPlayer, destination, false);
this.aggro = 0;
ChunkCoordinates coords = LimboProvider.getLimboSkySpawn(entityPlayer.worldObj.rand);
Point4D destination = new Point4D((int) (coords.posX+entityPlayer.posX), coords.posY, (int) (coords.posZ+entityPlayer.posZ ), mod_pocketDim.properties.LimboDimensionID);
DDTeleporter.teleportEntity(entityPlayer, destination, false);
this.aggro = 0;
entityPlayer.worldObj.playSoundAtEntity(entityPlayer,"mods.DimDoors.sfx.crack",13, 1);
}
if (!(this.worldObj.provider instanceof LimboProvider || this.worldObj.getClosestPlayerToEntity(this, 5) != null) || this.aggro > 300)