Make C4 waterproof
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parent
448f3965e7
commit
6f437212ce
2 changed files with 21 additions and 9 deletions
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@ -425,7 +425,7 @@ public class C4Entity extends Entity implements GeoEntity, OwnableEntity {
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CustomExplosion explosion = new CustomExplosion(level(), this,
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ModDamageTypes.causeProjectileBoomDamage(level().registryAccess(), this, this.getOwner()), ExplosionConfig.C4_EXPLOSION_DAMAGE.get(),
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pos.x, pos.y, pos.z, ExplosionConfig.C4_EXPLOSION_RADIUS.get(), ExplosionConfig.EXPLOSION_DESTROY.get() ? Explosion.BlockInteraction.DESTROY : Explosion.BlockInteraction.KEEP, true).setDamageMultiplier(1);
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pos.x, pos.y, pos.z, ExplosionConfig.C4_EXPLOSION_RADIUS.get(), ExplosionConfig.EXPLOSION_DESTROY.get() ? Explosion.BlockInteraction.DESTROY : Explosion.BlockInteraction.KEEP, true, true).setDamageMultiplier(1);
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explosion.explode();
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EventHooks.onExplosionStart(level(), explosion);
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ParticleTool.spawnHugeExplosionParticles(level(), position());
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@ -21,6 +21,7 @@ import net.minecraft.world.level.Level;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.level.gameevent.GameEvent;
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import net.minecraft.world.level.material.FluidState;
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import net.minecraft.world.level.material.Fluids;
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import net.minecraft.world.phys.AABB;
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import net.minecraft.world.phys.Vec3;
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import net.neoforged.neoforge.event.EventHooks;
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@ -44,11 +45,12 @@ public class CustomExplosion extends Explosion {
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private final float damage;
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private int fireTime;
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private float damageMultiplier;
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private boolean ignoreFluids;
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, @Nullable DamageSource source,
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@Nullable ExplosionDamageCalculator pDamageCalculator,
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float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius,
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BlockInteraction pBlockInteraction, ParticleOptions smallParticle, ParticleOptions bigParticle, Holder<SoundEvent> sound) {
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BlockInteraction pBlockInteraction, ParticleOptions smallParticle, ParticleOptions bigParticle, Holder<SoundEvent> sound, boolean ignoreFluids) {
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super(pLevel, pSource, source, null, pToBlowX, pToBlowY, pToBlowZ, pRadius, false, pBlockInteraction, smallParticle, bigParticle, sound);
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this.level = pLevel;
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@ -60,21 +62,26 @@ public class CustomExplosion extends Explosion {
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this.y = pToBlowY;
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this.z = pToBlowZ;
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this.damage = damage;
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this.ignoreFluids = ignoreFluids;
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}
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, @Nullable DamageSource source,
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@Nullable ExplosionDamageCalculator pDamageCalculator,
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float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius,
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BlockInteraction pBlockInteraction) {
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this(pLevel, pSource, source, pDamageCalculator, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction, ParticleTypes.EXPLOSION, ParticleTypes.EXPLOSION_EMITTER, SoundEvents.GENERIC_EXPLODE);
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BlockInteraction pBlockInteraction, boolean ignoreFluids) {
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this(pLevel, pSource, source, pDamageCalculator, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction, ParticleTypes.EXPLOSION, ParticleTypes.EXPLOSION_EMITTER, SoundEvents.GENERIC_EXPLODE, ignoreFluids);
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}
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius, BlockInteraction pBlockInteraction) {
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this(pLevel, pSource, null, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction);
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this(pLevel, pSource, null, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction, false);
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}
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, @Nullable DamageSource source, float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius, Explosion.BlockInteraction pBlockInteraction, boolean vanillaExplode) {
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this(pLevel, pSource, source, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction);
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this(pLevel, pSource, source, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction, false, false);
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}
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, @Nullable DamageSource source, float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius, Explosion.BlockInteraction pBlockInteraction, boolean vanillaExplode, boolean ignoreFluids) {
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this(pLevel, pSource, source, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction, ignoreFluids);
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if (pLevel instanceof ServerLevel && vanillaExplode) {
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pLevel.explode(source == null ? null : source.getEntity(), pToBlowX, pToBlowY, pToBlowZ, 0.4f * pRadius, ExplosionConfig.EXPLOSION_DESTROY.get() ? Level.ExplosionInteraction.BLOCK : Level.ExplosionInteraction.NONE);
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@ -84,13 +91,13 @@ public class CustomExplosion extends Explosion {
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}
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, @Nullable DamageSource source, float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius, Explosion.BlockInteraction pBlockInteraction) {
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this(pLevel, pSource, source, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction);
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this(pLevel, pSource, source, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, pBlockInteraction, false);
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ShakeClientMessage.sendToNearbyPlayers(level, pToBlowX, pToBlowY, pToBlowZ, 4 * radius, 5 + 0.02 * damage, 0.75 * pRadius, 4 + 0.02 * damage);
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}
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public CustomExplosion(Level pLevel, @Nullable Entity pSource, @Nullable DamageSource source, float damage, double pToBlowX, double pToBlowY, double pToBlowZ, float pRadius) {
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this(pLevel, pSource, source, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, BlockInteraction.KEEP);
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this(pLevel, pSource, source, null, damage, pToBlowX, pToBlowY, pToBlowZ, pRadius, BlockInteraction.KEEP, false);
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ShakeClientMessage.sendToNearbyPlayers(level, pToBlowX, pToBlowY, pToBlowZ, radius, 20 + 0.02 * damage, pRadius, 10 + 0.03 * damage);
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}
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@ -138,7 +145,12 @@ public class CustomExplosion extends Explosion {
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break;
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}
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Optional<Float> optional = this.damageCalculator.getBlockExplosionResistance(this, this.level, blockpos, blockstate, fluidstate);
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Optional<Float> optional;
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if (this.ignoreFluids) {
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optional = this.damageCalculator.getBlockExplosionResistance(this, this.level, blockpos, blockstate, Fluids.EMPTY.defaultFluidState());
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} else {
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optional = this.damageCalculator.getBlockExplosionResistance(this, this.level, blockpos, blockstate, fluidstate);
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}
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if (optional.isPresent()) {
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f -= (optional.get() + 1F) * 0.3F;
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}
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