protected void damageEntity(DamageSource damagesource, int i) { if (!damagesource.isUnblockable() && isBlocking()) { i = 1 + i >> 1; } i = applyArmorCalculations(damagesource, i); i = applyPotionDamageCalculations(damagesource, i); addExhaustion(damagesource.getHungerDamage()); health -= i; }
/** * Deals damage to the entity. If its a EntityPlayer then will take damage from the armor first * and then health second with the reduced value. Args: damageAmount */ protected void damageEntity(DamageSource par1DamageSource, int par2) { if (!par1DamageSource.isUnblockable() && this.isBlocking()) { par2 = 1 + par2 >> 1; } par2 = ArmorProperties.ApplyArmor(this, inventory.armorInventory, par1DamageSource, par2); if (par2 <= 0) { return; } par2 = this.applyPotionDamageCalculations(par1DamageSource, par2); this.addExhaustion(par1DamageSource.getHungerDamage()); this.health -= par2; }