/** Will get destroyed next tick */ public void setEntityDead() { label0: for (int i = 0; i < getSizeInventory(); i++) { ItemStack itemstack = getStackInSlot(i); if (itemstack == null) { continue; } float f = rand.nextFloat() * 0.8F + 0.1F; float f1 = rand.nextFloat() * 0.8F + 0.1F; float f2 = rand.nextFloat() * 0.8F + 0.1F; do { if (itemstack.stackSize <= 0) { continue label0; } int j = rand.nextInt(21) + 10; if (j > itemstack.stackSize) { j = itemstack.stackSize; } itemstack.stackSize -= j; EntityItem entityitem = new EntityItem( worldObj, posX + (double) f, posY + (double) f1, posZ + (double) f2, new ItemStack(itemstack.itemID, j, itemstack.getItemDamage())); float f3 = 0.05F; entityitem.motionX = (float) rand.nextGaussian() * f3; entityitem.motionY = (float) rand.nextGaussian() * f3 + 0.2F; entityitem.motionZ = (float) rand.nextGaussian() * f3; worldObj.spawnEntityInWorld(entityitem); } while (true); } super.setEntityDead(); }
/** sets the dead flag. Used when you fall off the bottom of the world. */ protected void kill() { setEntityDead(); }
public void remove() { handle.setEntityDead(); }