use of cn.nukkit.event.entity.ItemDespawnEvent in project Nukkit by Nukkit.
the class EntityItem method onUpdate.
@Override
public boolean onUpdate(int currentTick) {
if (this.closed) {
return false;
}
int tickDiff = currentTick - this.lastUpdate;
if (tickDiff <= 0 && !this.justCreated) {
return true;
}
this.lastUpdate = currentTick;
this.timing.startTiming();
boolean hasUpdate = this.entityBaseTick(tickDiff);
if (this.isAlive()) {
if (this.pickupDelay > 0 && this.pickupDelay < 32767) {
this.pickupDelay -= tickDiff;
if (this.pickupDelay < 0) {
this.pickupDelay = 0;
}
} else {
for (Entity entity : this.level.getNearbyEntities(this.boundingBox.grow(1, 0.5, 1), this)) {
if (entity instanceof Player) {
if (((Player) entity).pickupEntity(this, true)) {
return true;
}
}
}
}
this.motionY -= this.getGravity();
if (this.checkObstruction(this.x, this.y, this.z)) {
hasUpdate = true;
}
this.move(this.motionX, this.motionY, this.motionZ);
double friction = 1 - this.getDrag();
if (this.onGround && (Math.abs(this.motionX) > 0.00001 || Math.abs(this.motionZ) > 0.00001)) {
friction *= this.getLevel().getBlock(this.temporalVector.setComponents((int) Math.floor(this.x), (int) Math.floor(this.y - 1), (int) Math.floor(this.z) - 1)).getFrictionFactor();
}
this.motionX *= friction;
this.motionY *= 1 - this.getDrag();
this.motionZ *= friction;
if (this.onGround) {
this.motionY *= -0.5;
}
this.updateMovement();
if (this.age > 6000) {
ItemDespawnEvent ev = new ItemDespawnEvent(this);
this.server.getPluginManager().callEvent(ev);
if (ev.isCancelled()) {
this.age = 0;
} else {
this.kill();
hasUpdate = true;
}
}
}
this.timing.stopTiming();
return hasUpdate || !this.onGround || Math.abs(this.motionX) > 0.00001 || Math.abs(this.motionY) > 0.00001 || Math.abs(this.motionZ) > 0.00001;
}
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