Пример #1
0
  public static void flyingMoveLogic(EntityLiving entity, float f, float f1) {
    if (entity.bM()) {
      if (entity.V()) {
        double d0 = entity.locY;
        float f3 = 0.8F;
        float f4 = 0.02F;
        float f2 = EnchantmentManager.b(entity);
        if (f2 > 3.0F) {
          f2 = 3.0F;
        }

        if (!entity.onGround) {
          f2 *= 0.5F;
        }

        if (f2 > 0.0F) {
          f3 += (0.5460001F - f3) * f2 / 3.0F;
          f4 += (entity.bI() * 1.0F - f4) * f2 / 3.0F;
        }

        entity.a(f, f1, f4);
        entity.move(entity.motX, entity.motY, entity.motZ);
        entity.motX *= f3;
        entity.motY *= 0.800000011920929D;
        entity.motZ *= f3;
        entity.motY -= 0.02D;
        if ((entity.positionChanged)
            && (entity.c(
                entity.motX, entity.motY + 0.6000000238418579D - entity.locY + d0, entity.motZ)))
          entity.motY = 0.300000011920929D;
      } else if (entity.ab()) {
        double d0 = entity.locY;
        entity.a(f, f1, 0.02F);
        entity.move(entity.motX, entity.motY, entity.motZ);
        entity.motX *= 0.5D;
        entity.motY *= 0.5D;
        entity.motZ *= 0.5D;
        entity.motY -= 0.02D;
        if ((entity.positionChanged)
            && (entity.c(
                entity.motX, entity.motY + 0.6000000238418579D - entity.locY + d0, entity.motZ)))
          entity.motY = 0.300000011920929D;
      } else {
        float f5 = 0.91F;

        if (entity.onGround) {
          f5 =
              entity
                      .world
                      .getType(
                          new BlockPosition(
                              MathHelper.floor(entity.locX),
                              MathHelper.floor(entity.getBoundingBox().b) - 1,
                              MathHelper.floor(entity.locZ)))
                      .getBlock()
                      .frictionFactor
                  * 0.91F;
        }

        float f6 = 0.1627714F / (f5 * f5 * f5);
        float f3;
        if (entity.onGround) f3 = entity.bI() * f6;
        else {
          f3 = entity.aM;
        }

        entity.a(f, f1, f3);
        f5 = 0.91F;
        if (entity.onGround) {
          f5 =
              entity
                      .world
                      .getType(
                          new BlockPosition(
                              MathHelper.floor(entity.locX),
                              MathHelper.floor(entity.getBoundingBox().b) - 1,
                              MathHelper.floor(entity.locZ)))
                      .getBlock()
                      .frictionFactor
                  * 0.91F;
        }

        if (entity.k_()) {
          float f4 = 0.15F;
          entity.motX = MathHelper.a(entity.motX, -f4, f4);
          entity.motZ = MathHelper.a(entity.motZ, -f4, f4);
          entity.fallDistance = 0.0F;
          if (entity.motY < -0.15D) {
            entity.motY = -0.15D;
          }

          boolean flag = (entity.isSneaking()) && ((entity instanceof EntityHuman));

          if ((flag) && (entity.motY < 0.0D)) {
            entity.motY = 0.0D;
          }
        }

        entity.move(entity.motX, entity.motY, entity.motZ);
        if ((entity.positionChanged) && (entity.k_())) {
          entity.motY = 0.2D;
        }

        if ((entity.world.isClientSide)
            && ((!entity.world.isLoaded(new BlockPosition((int) entity.locX, 0, (int) entity.locZ)))
                || (!entity
                    .world
                    .getChunkAtWorldCoords(
                        new BlockPosition((int) entity.locX, 0, (int) entity.locZ))
                    .o()))) {
          if (entity.locY > 0.0D) entity.motY = -0.1D;
          else entity.motY = 0.0D;
        } else {
          entity.motY -= 0.08D;
        }

        entity.motY *= 0.9800000190734863D;
        entity.motX *= f5;
        entity.motZ *= f5;
      }
    }

    entity.aA = entity.aB;
    double d0 = entity.locX - entity.lastX;
    double d1 = entity.locZ - entity.lastZ;

    float f2 = MathHelper.sqrt(d0 * d0 + d1 * d1) * 4.0F;
    if (f2 > 1.0F) {
      f2 = 1.0F;
    }

    entity.aB += (f2 - entity.aB) * 0.4F;
    entity.aC += entity.aB;
  }