public Item getTabIconItem()
{
return Item.getItemFromBlock(Blocks.sponge);
}
fixed it while teaching my friend who is using a later version, and as you probably just noticed the reason, that method wasn't built yet for me to use
The government made this exploit originally that can see everyone's passwords, also the same exploit that allowed them to see through the tor network, no one has fixed this and it's been out there for 18 months
Hey, well me and my best friend are great fans of RWBY and we made 2 rwby skins. I made a professor ozpin skin and he made a roman torchwick, if you want me to post the pictures of them so you can get some inspiration for your own just ask, and even take them if you want, i could care less.
I would like to see them(I will probably add them into the pack in some form and add your name into the people who helped the pack)
Ozpin(requested a copy from a commenter of his model)
Glynda Goodwitch
Peter Port
Bartholomew Oobleck
Peach(unknown)
Roman Torchwick(requested a copy from a commenter of his model)
Cinder Fall
Turquoise and Grey(unknown)
Junior Xiong
Melanie Malachite
Miltiades Malachite
Qrow(Unknown)
Adam Taurus
Sun Wukong
Penny
You are allowed to make requests for a certain characters other than the unknowns, the finished, and characters that we don't know their battle armor/standard armor(required to be in the list)!!!
Ummm... are you trying to code it all from scratch? Why don't you make your life super easy and extend EntityThrowable? See this little tutorial for how to quickly make a new projectile, and from there it's pretty simple to spawn it from your gun in place of an arrow.
Thanks, probably would have never found that. And how long have you been developing you seem to be in a lot of help threads?
Hello, I'm working on a minecraft mod, found here, and I can't seem to get the bullets or guns working, I don't even know how to make it fire bullets instead of arrows, so no code on my end for the gun for you, unless needed, but here is my gun class:
import java.util.List;import java.util.Random;import net.minecraft.block.Block;import net.minecraft.enchantment.EnchantmentThorns;import net.minecraft.entity.DataWatcher;import net.minecraft.entity.Entity;import net.minecraft.entity.EntityLivingBase;import net.minecraft.entity.monster.EntityEnderman;import net.minecraft.entity.player.EntityPlayer;import net.minecraft.entity.player.EntityPlayerMP;import net.minecraft.item.Item;import net.minecraft.item.ItemStack;import net.minecraft.nbt.NBTTagCompound;import net.minecraft.network.packet.Packet70GameEvent;import net.minecraft.util.AxisAlignedBB;import net.minecraft.util.DamageSource;import net.minecraft.util.MathHelper;import net.minecraft.util.MovingObjectPosition;import net.minecraft.util.Vec3;import net.minecraft.world.World;import cpw.mods.fml.relauncher.Side;import cpw.mods.fml.relauncher.SideOnly;public class EntityBullet {protected DataWatcher dataWatcher;public World worldObj;protected Random rand;public final AxisAlignedBB boundingBox;public double posZ;private int xTile = -1;private int yTile = -1;private int zTile = -1;private int inTile;private int inData;private boolean inGround;/** 1 if the player can pick up the arrow */public int canBePickedUp;/** Seems to be some sort of timer for animating an arrow. */public int arrowShake;/** The owner of this arrow. */public Entity shootingEntity;private int ticksInGround;private int ticksInAir;private double damage = 2.0D;/** The amount of knockback an arrow applies when it hits a mob. */private int knockbackStrength;public EntityBullet(World par1World){ super(par1World); this.renderDistanceWeight = 10.0D; this.setSize(0.5F, 0.5F);}public EntityBullet(World par1World, double par2, double par4, double par6){ super(par1World); this.renderDistanceWeight = 10.0D; this.setSize(0.5F, 0.5F); this.setPosition(par2, par4, par6); this.yOffset = 0.0F;}public EntityBullet(World par1World, EntityLivingBase par2EntityLivingBase, EntityLivingBase par3EntityLivingBase, float par4, float par5){ super(par1World); this.renderDistanceWeight = 10.0D; this.shootingEntity = par2EntityLivingBase; if (par2EntityLivingBase instanceof EntityPlayer) { this.canBePickedUp = 0; } this.posY = par2EntityLivingBase.posY + (double)par2EntityLivingBase.getEyeHeight() - 0.10000000149011612D; double d0 = par3EntityLivingBase.posX - par2EntityLivingBase.posX; double d1 = par3EntityLivingBase.boundingBox.minY + (double)(par3EntityLivingBase.height / 3.0F) - this.posY; double d2 = par3EntityLivingBase.posZ - par2EntityLivingBase.posZ; double d3 = (double)MathHelper.sqrt_double(d0 * d0 + d2 * d2); if (d3 >= 1.0E-7D) { float f2 = (float)(Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F; float f3 = (float)(-(Math.atan2(d1, d3) * 180.0D / Math.PI)); double d4 = d0 / d3; double d5 = d2 / d3; this.setLocationAndAngles(par2EntityLivingBase.posX + d4, this.posY, par2EntityLivingBase.posZ + d5, f2, f3); this.yOffset = 0.0F; float f4 = (float)d3 * 0.2F; this.setThrowableHeading(d0, d1 + (double)f4, d2, par4, par5); }}public void playSound(String par1Str, float par2, float par3){ this.worldObj.playSoundAtEntity(this, par1Str, par2, par3);}/** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */public EntityBullet(World par1World, EntityLivingBase par2EntityLivingBase, float par3){ super(par1World); this.renderDistanceWeight = 10.0D; this.shootingEntity = par2EntityLivingBase; if (par2EntityLivingBase instanceof EntityPlayer) { this.canBePickedUp = 1; } this.setSize(0.5F, 0.5F); this.setLocationAndAngles(par2EntityLivingBase.posX, par2EntityLivingBase.posY + (double)par2EntityLivingBase.getEyeHeight(), par2EntityLivingBase.posZ, par2EntityLivingBase.rotationYaw, par2EntityLivingBase.rotationPitch); this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.posY -= 0.10000000149011612D; this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.setPosition(this.posX, this.posY, this.posZ); this.yOffset = 0.0F; this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI)); this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F);}protected void entityInit(){ this.dataWatcher.addObject(16, Byte.valueOf((byte)0));}/** * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction. */public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8){ float f2 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5); par1 /= (double)f2; par3 /= (double)f2; par5 /= (double)f2; par1 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8; par3 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8; par5 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8; par1 *= (double)par7; par3 *= (double)par7; par5 *= (double)par7; this.motionX = par1; this.motionY = par3; this.motionZ = par5; float f3 = MathHelper.sqrt_double(par1 * par1 + par5 * par5); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f3) * 180.0D / Math.PI); this.ticksInGround = 0;}@SideOnly(Side.CLIENT)/** * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX, * posY, posZ, yaw, pitch */public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9){ this.setPosition(par1, par3, par5); this.setRotation(par7, par8);}@SideOnly(Side.CLIENT)/** * Sets the velocity to the args. Args: x, y, z */public void setVelocity(double par1, double par3, double par5){ this.motionX = par1; this.motionY = par3; this.motionZ = par5; if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(par1 * par1 + par5 * par5); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.ticksInGround = 0; }}/** * Called to update the entity's position/logic. */@overridepublic void onUpdate(){ super.onUpdate(); if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI); } int i = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); if (i > 0) { Block.blocksList[i].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile); AxisAlignedBB axisalignedbb = Block.blocksList[i].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile); if (axisalignedbb != null && axisalignedbb.isVecInside(this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ))) { this.inGround = true; } } if (this.arrowShake > 0) { --this.arrowShake; } if (this.inGround) { int j = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); int k = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); if (j == this.inTile && k == this.inData) { ++this.ticksInGround; if (this.ticksInGround == 1200) { this.setDead(); } } else { this.inGround = false; this.motionX *= (double)(this.rand.nextFloat() * 0.2F); this.motionY *= (double)(this.rand.nextFloat() * 0.2F); this.motionZ *= (double)(this.rand.nextFloat() * 0.2F); this.ticksInGround = 0; this.ticksInAir = 0; } } else { ++this.ticksInAir; Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ); Vec3 vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); MovingObjectPosition movingobjectposition = this.worldObj.rayTraceBlocks_do_do(vec3, vec31, false, true); vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ); vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); if (movingobjectposition != null) { vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord); } Entity entity = null; List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D)); double d0 = 0.0D; int l; float f1; for (l = 0; l < list.size(); ++l) { Entity entity1 = (Entity)list.get(l); if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 5)) { f1 = 0.3F; AxisAlignedBB axisalignedbb1 = entity1.boundingBox.expand((double)f1, (double)f1, (double)f1); MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec3, vec31); if (movingobjectposition1 != null) { double d1 = vec3.distanceTo(movingobjectposition1.hitVec); if (d1 < d0 || d0 == 0.0D) { entity = entity1; d0 = d1; } } } } if (entity != null) { movingobjectposition = new MovingObjectPosition(entity); } if (movingobjectposition != null && movingobjectposition.entityHit != null && movingobjectposition.entityHit instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer)movingobjectposition.entityHit; if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer)this.shootingEntity).canAttackPlayer(entityplayer)) { movingobjectposition = null; } } float f2; float f3; if (movingobjectposition != null) { if (movingobjectposition.entityHit != null) { f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int i1 = MathHelper.ceiling_double_int((double)f2 * this.damage); if (this.getIsCritical()) { i1 += this.rand.nextInt(i1 / 2 + 2); } DamageSource damagesource = null; if (this.shootingEntity == null) { damagesource = DamageSource.causeArrowDamage(this, this); } else { damagesource = DamageSource.causeArrowDamage(this, this.shootingEntity); } if (this.isBurning() && !(movingobjectposition.entityHit instanceof EntityEnderman)) { movingobjectposition.entityHit.setFire(5); } if (movingobjectposition.entityHit.attackEntityFrom(damagesource, (float)i1)) { if (movingobjectposition.entityHit instanceof EntityLivingBase) { EntityLivingBase entitylivingbase = (EntityLivingBase)movingobjectposition.entityHit; if (!this.worldObj.isRemote) { entitylivingbase.setArrowCountInEntity(entitylivingbase.getArrowCountInEntity() + 1); } if (this.knockbackStrength > 0) { f3 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); if (f3 > 0.0F) { movingobjectposition.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f3, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f3); } } if (this.shootingEntity != null) { EnchantmentThorns.func_92096_a(this.shootingEntity, entitylivingbase, this.rand); } if (this.shootingEntity != null && movingobjectposition.entityHit != this.shootingEntity && movingobjectposition.entityHit instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP) { ((EntityPlayerMP)this.shootingEntity).playerNetServerHandler.sendPacketToPlayer(new Packet70GameEvent(6, 0)); } } this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); if (!(movingobjectposition.entityHit instanceof EntityEnderman)) { this.setDead(); } } else { this.motionX *= -0.10000000149011612D; this.motionY *= -0.10000000149011612D; this.motionZ *= -0.10000000149011612D; this.rotationYaw += 180.0F; this.prevRotationYaw += 180.0F; this.ticksInAir = 0; } } else { this.xTile = movingobjectposition.blockX; this.yTile = movingobjectposition.blockY; this.zTile = movingobjectposition.blockZ; this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); this.motionX = (double)((float)(movingobjectposition.hitVec.xCoord - this.posX)); this.motionY = (double)((float)(movingobjectposition.hitVec.yCoord - this.posY)); this.motionZ = (double)((float)(movingobjectposition.hitVec.zCoord - this.posZ)); f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); this.posX -= this.motionX / (double)f2 * 0.05000000074505806D; this.posY -= this.motionY / (double)f2 * 0.05000000074505806D; this.posZ -= this.motionZ / (double)f2 * 0.05000000074505806D; this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); this.inGround = true; this.arrowShake = 7; this.setIsCritical(false); if (this.inTile != 0) { Block.blocksList[this.inTile].onEntityCollidedWithBlock(this.worldObj, this.xTile, this.yTile, this.zTile, this); } } } if (this.getIsCritical()) { for (l = 0; l < 4; ++l) { this.worldObj.spawnParticle("crit", this.posX + this.motionX * (double)l / 4.0D, this.posY + this.motionY * (double)l / 4.0D, this.posZ + this.motionZ * (double)l / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ); } } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) { ; } while (this.rotationPitch - this.prevRotationPitch >= 180.0F) { this.prevRotationPitch += 360.0F; } while (this.rotationYaw - this.prevRotationYaw < -180.0F) { this.prevRotationYaw -= 360.0F; } while (this.rotationYaw - this.prevRotationYaw >= 180.0F) { this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; float f4 = 0.99F; f1 = 0.05F; if (this.isInWater()) { for (int j1 = 0; j1 < 4; ++j1) { f3 = 0.25F; this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f3, this.posY - this.motionY * (double)f3, this.posZ - this.motionZ * (double)f3, this.motionX, this.motionY, this.motionZ); } f4 = 0.8F; } this.motionX *= (double)f4; this.motionY *= (double)f4; this.motionZ *= (double)f4; this.motionY -= (double)f1; this.setPosition(this.posX, this.posY, this.posZ); this.doBlockCollisions(); }}/** * (abstract) Protected helper method to write subclass entity data to NBT. */public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound){ par1NBTTagCompound.setShort("xTile", (short)this.xTile); par1NBTTagCompound.setShort("yTile", (short)this.yTile); par1NBTTagCompound.setShort("zTile", (short)this.zTile); par1NBTTagCompound.setByte("inTile", (byte)this.inTile); par1NBTTagCompound.setByte("inData", (byte)this.inData); par1NBTTagCompound.setByte("shake", (byte)this.arrowShake); par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0)); par1NBTTagCompound.setByte("pickup", (byte)this.canBePickedUp); par1NBTTagCompound.setDouble("damage", this.damage);}/** * (abstract) Protected helper method to read subclass entity data from NBT. */public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound){ this.xTile = par1NBTTagCompound.getShort("xTile"); this.yTile = par1NBTTagCompound.getShort("yTile"); this.zTile = par1NBTTagCompound.getShort("zTile"); this.inTile = par1NBTTagCompound.getByte("inTile") & 255; this.inData = par1NBTTagCompound.getByte("inData") & 255; this.arrowShake = par1NBTTagCompound.getByte("shake") & 255; this.inGround = par1NBTTagCompound.getByte("inGround") == 1; if (par1NBTTagCompound.hasKey("damage")) { this.damage = par1NBTTagCompound.getDouble("damage"); } if (par1NBTTagCompound.hasKey("pickup")) { this.canBePickedUp = par1NBTTagCompound.getByte("pickup"); } else if (par1NBTTagCompound.hasKey("player")) { this.canBePickedUp = par1NBTTagCompound.getBoolean("player") ? 1 : 0; }}/** * Called by a player entity when they collide with an entity */public void onCollideWithPlayer(EntityPlayer par1EntityPlayer){ if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0) { boolean flag = this.canBePickedUp == 1 || this.canBePickedUp == 2 && par1EntityPlayer.capabilities.isCreativeMode; if (this.canBePickedUp == 1 && !par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1))) { flag = false; } if (flag) { this.playSound("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F); par1EntityPlayer.onItemPickup(this, 1); this.setDead(); } }}/** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */protected boolean canTriggerWalking(){ return false;}@SideOnly(Side.CLIENT)public float getShadowSize(){ return 0.0F;}public void setDamage(double par1){ this.damage = par1;}public double getDamage(){ return this.damage;}/** * Sets the amount of knockback the arrow applies when it hits a mob. */public void setKnockbackStrength(int par1){ this.knockbackStrength = par1;}/** * If returns false, the item will not inflict any damage against entities. */public boolean canAttackWithItem(){ return false;}/** * Whether the arrow has a stream of critical hit particles flying behind it. */public void setIsCritical(boolean par1){ byte b0 = this.dataWatcher.getWatchableObjectByte(16); if (par1) { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 | 1))); } else { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 & -2))); }}/** * Whether the arrow has a stream of critical hit particles flying behind it. */public boolean getIsCritical(){ byte b0 = this.dataWatcher.getWatchableObjectByte(16); return (b0 & 1) != 0;}}
Any suggestions on how to get this working would help!
The government made this exploit originally that can see everyone's passwords, also the same exploit that allowed them to see through the tor network, no one has fixed this and it's been out there for 18 months
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nologies Inc.Is Modded: Definitely; Client brand changed to 'fml,forge'Type: Client (map_client.txt)Resource Packs: []Current Language: English (US)Profiler Position: N/A (disabled)Vec3 Pool Size: 1059 (59304 bytes; 0 MB) allocated, 182 (10192 bytes; 0 MB) usedAnisotropic Filtering: Off (1)
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I would like to see them(I will probably add them into the pack in some form and add your name into the people who helped the pack)
So far all of this was made by one person, I will be working on on the others as well
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no I don't
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Thanks, probably would have never found that. And how long have you been developing you seem to be in a lot of help threads?
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