package net.minecraft.entity; import net.minecraft.block.Block; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public abstract class EntityFlying extends EntityLiving { public EntityFlying(World par1World) { super(par1World); } /** * Called when the mob is falling. Calculates and applies fall damage. */ protected void fall(float par1) {} /** * Takes in the distance the entity has fallen this tick and whether its on the ground to update the fall distance * and deal fall damage if landing on the ground. Args: distanceFallenThisTick, onGround */ protected void updateFallState(double par1, boolean par3) {} /** * Moves the entity based on the specified heading. Args: strafe, forward */ public void moveEntityWithHeading(float par1, float par2) { if (this.isInWater()) { this.moveFlying(par1, par2, 0.02F); this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= 0.800000011920929D; this.motionY *= 0.800000011920929D; this.motionZ *= 0.800000011920929D; } else if (this.handleLavaMovement()) { this.moveFlying(par1, par2, 0.02F); this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= 0.5D; this.motionY *= 0.5D; this.motionZ *= 0.5D; } else { float f2 = 0.91F; if (this.onGround) { f2 = 0.54600006F; int i = this.worldObj.getBlockId(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.boundingBox.minY) - 1, MathHelper.floor_double(this.posZ)); if (i > 0) { f2 = Block.blocksList[i].slipperiness * 0.91F; } } float f3 = 0.16277136F / (f2 * f2 * f2); this.moveFlying(par1, par2, this.onGround ? 0.1F * f3 : 0.02F); f2 = 0.91F; if (this.onGround) { f2 = 0.54600006F; int j = this.worldObj.getBlockId(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.boundingBox.minY) - 1, MathHelper.floor_double(this.posZ)); if (j > 0) { f2 = Block.blocksList[j].slipperiness * 0.91F; } } this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= (double)f2; this.motionY *= (double)f2; this.motionZ *= (double)f2; } this.prevLimbYaw = this.limbYaw; double d0 = this.posX - this.prevPosX; double d1 = this.posZ - this.prevPosZ; float f4 = MathHelper.sqrt_double(d0 * d0 + d1 * d1) * 4.0F; if (f4 > 1.0F) { f4 = 1.0F; } this.limbYaw += (f4 - this.limbYaw) * 0.4F; this.limbSwing += this.limbYaw; } /** * returns true if this entity is by a ladder, false otherwise */ public boolean isOnLadder() { return false; } }