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@ -43,6 +43,7 @@
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* Leaded fuels now release heavy metal into the air, heavy metal can cause lead poisoning
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* Leaded fuels now release heavy metal into the air, heavy metal can cause lead poisoning
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* Lower heavy metal concentrations can also cause heavy metal poisoning when breaking blocks
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* Lower heavy metal concentrations can also cause heavy metal poisoning when breaking blocks
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* Gas artillery shell now create heavy metal and poisonous pollution
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* Gas artillery shell now create heavy metal and poisonous pollution
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* FBI agents will now target the player from a much larger distance
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## Fixed
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## Fixed
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* Fixed potential crash or logspam regarding the pollution handler
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* Fixed potential crash or logspam regarding the pollution handler
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@ -8,6 +8,7 @@ import com.hbm.blocks.ModBlocks;
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import com.hbm.config.MobConfig;
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import com.hbm.config.MobConfig;
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import com.hbm.entity.mob.ai.EntityAIBreaking;
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import com.hbm.entity.mob.ai.EntityAIBreaking;
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import com.hbm.entity.mob.ai.EntityAI_MLPF;
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import com.hbm.entity.mob.ai.EntityAI_MLPF;
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import com.hbm.entity.pathfinder.PathFinderUtils;
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import com.hbm.entity.projectile.EntityBullet;
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import com.hbm.entity.projectile.EntityBullet;
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import com.hbm.items.ModItems;
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import com.hbm.items.ModItems;
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@ -50,7 +51,7 @@ public class EntityFBI extends EntityMob implements IRangedAttackMob {
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this.tasks.addTask(2, new EntityAIArrowAttack(this, 1D, 20, 25, 15.0F));
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this.tasks.addTask(2, new EntityAIArrowAttack(this, 1D, 20, 25, 15.0F));
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this.tasks.addTask(3, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, true));
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this.tasks.addTask(3, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, true));
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this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 1.0D));
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this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 1.0D));
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this.tasks.addTask(6, new EntityAI_MLPF(this, EntityPlayer.class, 100, 1D, 16));
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//this.tasks.addTask(6, new EntityAI_MLPF(this, EntityPlayer.class, 100, 1D, 16));
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this.tasks.addTask(7, new EntityAIWander(this, 1.0D));
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this.tasks.addTask(7, new EntityAIWander(this, 1.0D));
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this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
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this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
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this.tasks.addTask(8, new EntityAILookIdle(this));
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this.tasks.addTask(8, new EntityAILookIdle(this));
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@ -120,6 +121,20 @@ public class EntityFBI extends EntityMob implements IRangedAttackMob {
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return true;
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return true;
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}
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}
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@Override
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protected void updateAITasks() {
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super.updateAITasks();
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if(this.getAttackTarget() == null) {
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this.setAttackTarget(this.worldObj.getClosestVulnerablePlayerToEntity(this, 128.0D));
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}
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// hell yeah!!
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if(this.getAttackTarget() != null) {
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this.getNavigator().setPath(PathFinderUtils.getPathEntityToEntityPartial(worldObj, this, this.getAttackTarget(), 16F, true, false, false, true), 1);
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}
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}
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//combat vest = full diamond set
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//combat vest = full diamond set
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public int getTotalArmorValue() {
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public int getTotalArmorValue() {
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return 20;
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return 20;
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