public void onEntityCollidedWithBlock(World world, int i, int j, int k, Entity entity)
{
entity.motionY += 1.1;
}
public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k)
{
float f = 0.0625F;
return AxisAlignedBB.getBoundingBox((float)i + f, j, (float)k + f, (float)(i + 1) - f, (float)(j + 1) - f, (float)(k + 1) - f);
}
public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int i, int j, int k)
{
float f = 0.0625F;
return AxisAlignedBB.getBoundingBox((float)i + f, j, (float)k + f, (float)(i + 1) - f, j + 1, (float)(k + 1) - f);
}
These are the lines of code that I have that allow the block to make you "jump" high in the air. What I want to do is when you hold the "sneak" key, you will not bounce. I have a feeling it has to do making an "if" statement around entity.motionY, but I'm really not sure on how I can make this work. :/ Any help would be appreciated!
Thanks, Pikadex
These are the lines of code that I have that allow the block to make you "jump" high in the air. What I want to do is when you hold the "sneak" key, you will not bounce. I have a feeling it has to do making an "if" statement around entity.motionY, but I'm really not sure on how I can make this work. :/ Any help would be appreciated!
Thanks, Pikadex
Thanks again! Now I'll just need to get the block to negate fall damage, and I'll be done with it.