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java.lang.Objectnet.minecraft.entity.Entity
net.minecraft.entity.projectile.EntityArrow
public class EntityArrow
Field Summary | |
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int |
arrowShake
Seems to be some sort of timer for animating an arrow. |
int |
canBePickedUp
1 if the player can pick up the arrow |
Entity |
shootingEntity
The owner of this arrow. |
Constructor Summary | |
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EntityArrow(World par1World)
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EntityArrow(World par1World,
double par2,
double par4,
double par6)
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EntityArrow(World par1World,
EntityLiving par2EntityLiving,
EntityLiving par3EntityLiving,
float par4,
float par5)
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EntityArrow(World par1World,
EntityLiving par2EntityLiving,
float par3)
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Method Summary | |
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boolean |
canAttackWithItem()
If returns false, the item will not inflict any damage against entities. |
double |
getDamage()
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boolean |
getIsCritical()
Whether the arrow has a stream of critical hit particles flying behind it. |
float |
getShadowSize()
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void |
onCollideWithPlayer(EntityPlayer par1EntityPlayer)
Called by a player entity when they collide with an entity |
void |
onUpdate()
Called to update the entity's position/logic. |
void |
readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
(abstract) Protected helper method to read subclass entity data from NBT. |
void |
setDamage(double par1)
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void |
setIsCritical(boolean par1)
Whether the arrow has a stream of critical hit particles flying behind it. |
void |
setKnockbackStrength(int par1)
Sets the amount of knockback the arrow applies when it hits a mob. |
void |
setPositionAndRotation2(double par1,
double par3,
double par5,
float par7,
float par8,
int par9)
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void |
setThrowableHeading(double par1,
double par3,
double par5,
float par7,
float par8)
Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction. |
void |
setVelocity(double par1,
double par3,
double par5)
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void |
writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
(abstract) Protected helper method to write subclass entity data to NBT. |
Methods inherited from class java.lang.Object |
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getClass, notify, notifyAll, wait, wait, wait |
Field Detail |
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public int canBePickedUp
public int arrowShake
public Entity shootingEntity
Constructor Detail |
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public EntityArrow(World par1World)
public EntityArrow(World par1World, double par2, double par4, double par6)
public EntityArrow(World par1World, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, float par4, float par5)
public EntityArrow(World par1World, EntityLiving par2EntityLiving, float par3)
Method Detail |
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public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
setThrowableHeading
in interface IProjectile
public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
setPositionAndRotation2
in class Entity
public void setVelocity(double par1, double par3, double par5)
setVelocity
in class Entity
public void onUpdate()
onUpdate
in class Entity
public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)
onCollideWithPlayer
in class Entity
public float getShadowSize()
getShadowSize
in class Entity
public void setDamage(double par1)
public double getDamage()
public void setKnockbackStrength(int par1)
public boolean canAttackWithItem()
canAttackWithItem
in class Entity
public void setIsCritical(boolean par1)
public boolean getIsCritical()
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