/** * Called frequently so the entity can update its state every tick as required. For example, * zombies and skeletons use this to react to sunlight and start to burn. */ public void onLivingUpdate() { if (this.worldObj.isRemote) { this.sheepTimer = Math.max(0, this.sheepTimer - 1); } super.onLivingUpdate(); }
/** * Called frequently so the entity can update its state every tick as required. For example, * zombies and skeletons use this to react to sunlight and start to burn. */ public void onLivingUpdate() { super.onLivingUpdate(); this.field_70888_h = this.field_70886_e; this.field_70884_g = this.destPos; this.destPos = (float) ((double) this.destPos + (double) (this.onGround ? -1 : 4) * 0.3D); if (this.destPos < 0.0F) { this.destPos = 0.0F; } if (this.destPos > 1.0F) { this.destPos = 1.0F; } if (!this.onGround && this.field_70889_i < 1.0F) { this.field_70889_i = 1.0F; } this.field_70889_i = (float) ((double) this.field_70889_i * 0.9D); if (!this.onGround && this.motionY < 0.0D) { this.motionY *= 0.6D; } this.field_70886_e += this.field_70889_i * 2.0F; if (!this.isChild() && !this.worldObj.isRemote && --this.timeUntilNextEgg <= 0) { this.playSound( "mob.chicken.plop", 1.0F, (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F); this.dropItem(Item.egg.itemID, 1); this.timeUntilNextEgg = this.rand.nextInt(6000) + 6000; } }
/** * Called frequently so the entity can update its state every tick as required. For example, * zombies and skeletons use this to react to sunlight and start to burn. */ public void onLivingUpdate() { if (this.rand.nextInt(200) == 0) { this.func_110210_cH(); } super.onLivingUpdate(); if (!this.worldObj.isRemote) { if (this.rand.nextInt(900) == 0 && this.deathTime == 0) { this.heal(1.0F); } if (!this.isEatingHaystack() && this.riddenByEntity == null && this.rand.nextInt(300) == 0 && this.worldObj.getBlock( MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posY) - 1, MathHelper.floor_double(this.posZ)) == Blocks.grass) { this.setEatingHaystack(true); } if (this.isEatingHaystack() && ++this.eatingHaystackCounter > 50) { this.eatingHaystackCounter = 0; this.setEatingHaystack(false); } if (this.func_110205_ce() && !this.isAdultHorse() && !this.isEatingHaystack()) { EntityHorse entityhorse = this.getClosestHorse(this, 16.0D); if (entityhorse != null && this.getDistanceSqToEntity(entityhorse) > 4.0D) { PathEntity pathentity = this.worldObj.getPathEntityToEntity( this, entityhorse, 16.0F, true, false, false, true); this.setPathToEntity(pathentity); } } } }
/** * Called frequently so the entity can update its state every tick as required. For example, * zombies and skeletons use this to react to sunlight and start to burn. */ @Override public void onLivingUpdate() { super.onLivingUpdate(); }