Improved Monolith Jitter #130
@@ -41,7 +41,7 @@ public class MobMonolith extends EntityFlying implements IMob
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this.setSize(3F, 9.0F);
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this.noClip=true;
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this.scaleFactor = (float) ((rand.nextDouble()/2)+1);
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this.aggroMax =rand.nextInt(245)+200;
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this.aggroMax = rand.nextInt(245)+200;
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if (properties == null)
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properties = DDProperties.instance();
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@@ -241,13 +241,13 @@ public class MobMonolith extends EntityFlying implements IMob
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public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
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{
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if(!(par1DamageSource == DamageSource.inWall))
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if (par1DamageSource == DamageSource.inWall)
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{
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this.aggro=400;
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this.posY = posY + 1;
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}
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else
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{
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this.posY=posY+1;
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this.aggro = this.aggroMax;
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}
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return false;
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}
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@@ -5,6 +5,7 @@ import org.lwjgl.opengl.GL12;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.ticking.MobMonolith;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.entity.RenderLiving;
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@@ -32,8 +33,23 @@ public class RenderMobObelisk extends RenderLiving
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public void doRenderLiving(EntityLiving entity, double x, double y, double z, float par8, float par9)
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{
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int noiseFactor = (int) (50-Math.log(MobMonolith.class.cast(entity).aggro));
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this.render(entity, x+entity.worldObj.rand.nextGaussian()/noiseFactor, y+entity.worldObj.rand.nextGaussian()/noiseFactor, z+entity.worldObj.rand.nextGaussian()/noiseFactor, par8, par9);
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final float minScaling = 0;
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final float maxScaling = 0.1f;
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final int maxAggroLevel = 500;
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MobMonolith monolith = ((MobMonolith) entity);
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// Use linear interpolation to scale how much jitter we want for our given aggro level
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float aggroScaling = minScaling + monolith.aggro * (maxScaling - minScaling) / maxAggroLevel;
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// Calculate jitter - include entity ID to give Monoliths individual jitters
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float time = ((Minecraft.getSystemTime() + 0xF1234568 * monolith.entityId) % 200000) / 50.0F;
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// We use random constants here on purpose just to get different wave forms
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double xJitter = aggroScaling * Math.sin(1.1f * time) * Math.sin(0.8f * time);
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double yJitter = aggroScaling * Math.sin(1.2f * time) * Math.sin(0.9f * time);
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double zJitter = aggroScaling * Math.sin(1.3f * time) * Math.sin(0.7f * time);
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// Render with jitter
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this.render(entity, x + xJitter, y + yJitter, z + zJitter, par8, par9);
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this.func_110827_b(entity, x, y, z, par8, par9);
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}
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