/** Called when the mob is falling. Calculates and applies fall damage. */ protected void fall(float par1) { super.fall(par1); this.timeSinceIgnited = (int) ((float) this.timeSinceIgnited + par1 * 1.5F); if (this.timeSinceIgnited > this.fuseTime - 5) { this.timeSinceIgnited = this.fuseTime - 5; } }
public void fall(float distance, float damageMultiplier) { super.fall(distance, damageMultiplier); this.timeSinceIgnited = (int) ((float) this.timeSinceIgnited + distance * 1.5F); if (this.timeSinceIgnited > this.fuseTime - 5) { this.timeSinceIgnited = this.fuseTime - 5; } }