use of net.minecraft.entity.item.EntityArmorStand in project VapuLite by VapuClient.
the class BowAimBot method getClosestEntity.
EntityLivingBase getClosestEntity() {
EntityLivingBase closestEntity = null;
for (Entity o : Aimbot.getEntityList()) {
EntityLivingBase entity;
if (!(o instanceof EntityLivingBase) || o instanceof EntityArmorStand || !this.check(entity = (EntityLivingBase) o) || closestEntity != null && !(mc.thePlayer.getDistanceToEntity(entity) < mc.thePlayer.getDistanceToEntity(closestEntity)))
continue;
closestEntity = entity;
}
return closestEntity;
}
use of net.minecraft.entity.item.EntityArmorStand in project BapeClient by BapeDeveloperTeam.
the class BowAimBot method getClosestEntity.
EntityLivingBase getClosestEntity() {
EntityLivingBase closestEntity = null;
for (Entity o : Aimbot.getEntityList()) {
EntityLivingBase entity;
if (!(o instanceof EntityLivingBase) || o instanceof EntityArmorStand || !this.check(entity = (EntityLivingBase) o) || closestEntity != null && !(mc.thePlayer.getDistanceToEntity(entity) < mc.thePlayer.getDistanceToEntity(closestEntity)))
continue;
closestEntity = entity;
}
return closestEntity;
}
use of net.minecraft.entity.item.EntityArmorStand in project Lands-of-Icaria by Axanthic-Game-Studios.
the class ModelArmorBase method setRotationAngles.
@Override
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn) {
if (entityIn instanceof EntityArmorStand) {
EntityArmorStand entityarmorstand = (EntityArmorStand) entityIn;
float x = 0.017453292F;
this.setRotateAngle(this.bipedHead, x * entityarmorstand.getHeadRotation().getX(), x * entityarmorstand.getHeadRotation().getY(), x * entityarmorstand.getHeadRotation().getZ());
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.setRotateAngle(this.bipedBody, x * entityarmorstand.getBodyRotation().getX(), x * entityarmorstand.getBodyRotation().getY(), x * entityarmorstand.getBodyRotation().getZ());
this.setRotateAngle(this.bipedLeftArm, x * entityarmorstand.getLeftArmRotation().getX(), x * entityarmorstand.getLeftArmRotation().getY(), x * entityarmorstand.getLeftArmRotation().getZ());
this.setRotateAngle(this.bipedRightArm, x * entityarmorstand.getRightArmRotation().getX(), x * entityarmorstand.getRightArmRotation().getY(), x * entityarmorstand.getRightArmRotation().getZ());
this.setRotateAngle(this.bipedLeftLeg, x * entityarmorstand.getLeftLegRotation().getX(), x * entityarmorstand.getLeftLegRotation().getY(), x * entityarmorstand.getLeftLegRotation().getZ());
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.setRotateAngle(this.bipedRightLeg, x * entityarmorstand.getRightLegRotation().getX(), x * entityarmorstand.getRightLegRotation().getY(), x * entityarmorstand.getRightLegRotation().getZ());
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
} else
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
}
use of net.minecraft.entity.item.EntityArmorStand in project Wynntils by Wynntils.
the class ClientEvents method findLabels.
@SubscribeEvent
public void findLabels(PacketEvent<SPacketEntityMetadata> e) {
// makes this method always be called in main thread
if (!McIf.mc().isCallingFromMinecraftThread()) {
McIf.mc().addScheduledTask(() -> findLabels(e));
return;
}
if (e.getPacket().getDataManagerEntries() == null || e.getPacket().getDataManagerEntries().isEmpty())
return;
Entity i = McIf.world().getEntityByID(e.getPacket().getEntityId());
if (i == null)
return;
if (i instanceof EntityItemFrame) {
ItemStack item = Utils.getItemFromMetadata(e.getPacket().getDataManagerEntries());
if (item.hasDisplayName()) {
FrameworkManager.getEventBus().post(new LocationEvent.LabelFoundEvent(item.getDisplayName(), new Location(i), i));
}
} else if (i instanceof EntityLiving) {
boolean visible = Utils.isNameVisibleFromMetadata(e.getPacket().getDataManagerEntries());
if (!visible)
return;
String value = Utils.getNameFromMetadata(e.getPacket().getDataManagerEntries());
if (value == null || value.isEmpty())
return;
FrameworkManager.getEventBus().post(new LocationEvent.EntityLabelFoundEvent(value, new Location(i), (EntityLiving) i));
} else if (i instanceof EntityArmorStand) {
boolean visible = Utils.isNameVisibleFromMetadata(e.getPacket().getDataManagerEntries());
if (!visible)
return;
String value = Utils.getNameFromMetadata(e.getPacket().getDataManagerEntries());
if (value == null || value.isEmpty())
return;
FrameworkManager.getEventBus().post(new LocationEvent.LabelFoundEvent(value, new Location(i), i));
}
}
use of net.minecraft.entity.item.EntityArmorStand in project ElementalSorcery by Yuzunyannn.
the class VillageESHall method addComponentParts.
public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn) {
if (this.averageGroundLvl < 0) {
this.averageGroundLvl = this.getAverageGroundLevel(worldIn, structureBoundingBoxIn);
if (this.averageGroundLvl < 0) {
return true;
}
this.boundingBox.offset(0, this.averageGroundLvl - this.boundingBox.maxY + 6 - 1, 0);
}
IBlockState blockStone = this.getBiomeSpecificBlockState(Blocks.COBBLESTONE.getDefaultState());
IBlockState blockLog = this.getBiomeSpecificBlockState(Blocks.LOG.getDefaultState());
IBlockState blockLogX = this.getBiomeSpecificBlockState(Blocks.LOG.getDefaultState().withProperty(BlockLog.LOG_AXIS, BlockLog.EnumAxis.X));
IBlockState blockPlanks = this.getBiomeSpecificBlockState(Blocks.PLANKS.getDefaultState());
IBlockState blockGlassPane = this.getBiomeSpecificBlockState(Blocks.GLASS_PANE.getDefaultState());
IBlockState blockGlass = this.getBiomeSpecificBlockState(Blocks.GLASS.getDefaultState());
IBlockState blockStair = this.getBiomeSpecificBlockState(Blocks.STONE_STAIRS.getDefaultState());
IBlockState blockWoodStair = this.getBiomeSpecificBlockState(Blocks.OAK_STAIRS.getDefaultState()).withProperty(BlockStairs.FACING, EnumFacing.SOUTH);
IBlockState blockSlab = this.getBiomeSpecificBlockState(Blocks.STONE_SLAB.getDefaultState());
IBlockState blockCarpet = this.getBiomeSpecificBlockState(Blocks.CARPET.getDefaultState());
// 底板,墙
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 0, 1, 12, 0, 10, blockPlanks, blockPlanks, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 1, 1, 1, 4, 10, blockStone, blockStone, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 12, 1, 1, 12, 4, 10, blockStone, blockStone, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 1, 10, 12, 4, 10, blockStone, blockStone, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 1, 10, 12, 4, 10, blockStone, blockStone, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 3, 1, 10, 10, 3, 10, blockPlanks, blockPlanks, false);
// 地毯
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 2, 1, 2, 11, 1, 9, blockCarpet, blockCarpet, false);
// 房顶
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 4, 1, 12, 4, 10, blockStone, blockStone, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 5, 1, 12, 5, 1, blockSlab, blockSlab, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 5, 10, 12, 5, 10, blockSlab, blockSlab, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 5, 1, 1, 5, 10, blockSlab, blockSlab, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 12, 5, 1, 12, 5, 10, blockSlab, blockSlab, false);
// 玻璃
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 4, 4, 4, 9, 4, 6, blockGlass, blockGlass, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 2, 2, 1, 4, 3, 1, blockGlassPane, blockGlassPane, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 9, 2, 1, 11, 3, 1, blockGlassPane, blockGlassPane, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 2, 4, 1, 3, 6, blockGlassPane, blockGlassPane, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 12, 2, 4, 12, 3, 6, blockGlassPane, blockGlassPane, false);
// 原木柱子
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 0, 1, 1, 4, 1, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 12, 0, 1, 12, 4, 1, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 0, 10, 1, 4, 10, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 12, 0, 10, 12, 4, 10, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 5, 0, 1, 5, 4, 1, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 8, 0, 1, 8, 4, 1, blockLog, blockLog, false);
// 内部结构
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 3, 1, 7, 10, 1, 7, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 2, 3, 7, 11, 3, 7, blockGlassPane, blockLog, false);
this.setBlockState(worldIn, blockLog, 3, 2, 7, structureBoundingBoxIn);
this.setBlockState(worldIn, blockLog, 7, 2, 7, structureBoundingBoxIn);
this.setBlockState(worldIn, blockLog, 10, 2, 7, structureBoundingBoxIn);
this.setBlockState(worldIn, blockGlassPane, 4, 2, 7, structureBoundingBoxIn);
this.setBlockState(worldIn, blockGlassPane, 6, 2, 7, structureBoundingBoxIn);
this.setBlockState(worldIn, blockGlassPane, 8, 2, 7, structureBoundingBoxIn);
this.createVillageDoor(worldIn, structureBoundingBoxIn, randomIn, 2, 1, 7, EnumFacing.NORTH);
this.createVillageDoor(worldIn, structureBoundingBoxIn, randomIn, 11, 1, 7, EnumFacing.NORTH);
// 一排座位
this.setBlockState(worldIn, blockWoodStair.withProperty(BlockStairs.FACING, EnumFacing.WEST), 2, 1, 2, structureBoundingBoxIn);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 3, 1, 2, 4, 1, 2, blockWoodStair, blockWoodStair, false);
this.setBlockState(worldIn, blockWoodStair.withProperty(BlockStairs.FACING, EnumFacing.EAST), 5, 1, 2, structureBoundingBoxIn);
this.setBlockState(worldIn, blockWoodStair.withProperty(BlockStairs.FACING, EnumFacing.WEST), 8, 1, 2, structureBoundingBoxIn);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 9, 1, 2, 10, 1, 2, blockWoodStair, blockWoodStair, false);
this.setBlockState(worldIn, blockWoodStair.withProperty(BlockStairs.FACING, EnumFacing.EAST), 11, 1, 2, structureBoundingBoxIn);
// 窗口座位
this.setBlockState(worldIn, blockWoodStair, 5, 1, 5, structureBoundingBoxIn);
this.setBlockState(worldIn, blockWoodStair, 9, 1, 5, structureBoundingBoxIn);
// 箱子
ResourceLocation loot = LootRegister.ES_VILLAGE_HALL;
this.generateChest(worldIn, structureBoundingBoxIn, randomIn, 11, 1, 9, loot);
// 原木横条
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 2, 1, 1, 4, 1, 1, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 9, 1, 1, 11, 1, 1, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 1, 4, 1, 1, 6, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 12, 1, 4, 12, 1, 6, blockLog, blockLog, false);
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 6, 3, 1, 7, 3, 1, blockLogX, blockLogX, false);
// 石横条
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 2, 4, 1, 11, 4, 1, blockStone, blockStone, false);
// 门
if (!this.isZombieInfested) {
IBlockState doorState = this.biomeDoor().getDefaultState().withProperty(BlockDoor.FACING, EnumFacing.NORTH);
this.setBlockState(worldIn, doorState, 6, 1, 1, structureBoundingBoxIn);
this.setBlockState(worldIn, doorState.withProperty(BlockDoor.HALF, BlockDoor.EnumDoorHalf.UPPER), 6, 1 + 1, 1, structureBoundingBoxIn);
doorState = doorState.withProperty(BlockDoor.HINGE, BlockDoor.EnumHingePosition.RIGHT);
this.setBlockState(worldIn, doorState, 7, 1, 1, structureBoundingBoxIn);
this.setBlockState(worldIn, doorState.withProperty(BlockDoor.HALF, BlockDoor.EnumDoorHalf.UPPER), 7, 1 + 1, 1, structureBoundingBoxIn);
}
// 火把
this.placeTorch(worldIn, EnumFacing.SOUTH, 5, 3, 0, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.SOUTH, 8, 3, 0, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.SOUTH, 1, 4, 0, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.SOUTH, 12, 4, 0, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.WEST, 0, 4, 1, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.EAST, 13, 4, 1, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.SOUTH, 3, 3, 9, structureBoundingBoxIn);
this.placeTorch(worldIn, EnumFacing.SOUTH, 10, 3, 9, structureBoundingBoxIn);
// 村民
this.spawnVillagers(worldIn, structureBoundingBoxIn, 5, 1, 8, 1);
this.spawnVillagers(worldIn, structureBoundingBoxIn, 9, 1, 8, 2);
// 武器架子
EntityArmorStand armorStand = this.setArmorStand(2, 1, 9, worldIn);
this.randomArmor(armorStand, randomIn, worldIn);
// 楼梯
if (this.getBlockStateFromPos(worldIn, 6, 0, 0, structureBoundingBoxIn).getMaterial() == Material.AIR && this.getBlockStateFromPos(worldIn, 6, -1, 0, structureBoundingBoxIn).getMaterial() != Material.AIR) {
this.setBlockState(worldIn, blockStair, 6, 0, 0, structureBoundingBoxIn);
if (this.getBlockStateFromPos(worldIn, 6, -1, 0, structureBoundingBoxIn).getBlock() == Blocks.GRASS_PATH) {
this.setBlockState(worldIn, Blocks.GRASS.getDefaultState(), 6, -1, 0, structureBoundingBoxIn);
}
}
if (this.getBlockStateFromPos(worldIn, 7, 0, 0, structureBoundingBoxIn).getMaterial() == Material.AIR && this.getBlockStateFromPos(worldIn, 7, -1, 0, structureBoundingBoxIn).getMaterial() != Material.AIR) {
this.setBlockState(worldIn, blockStair, 7, 0, 0, structureBoundingBoxIn);
if (this.getBlockStateFromPos(worldIn, 7, -1, 0, structureBoundingBoxIn).getBlock() == Blocks.GRASS_PATH) {
this.setBlockState(worldIn, Blocks.GRASS.getDefaultState(), 7, -1, 0, structureBoundingBoxIn);
}
}
// 清理天空和地面
for (int k = 0; k < 14; ++k) {
for (int j = 0; j < 12; ++j) {
this.clearCurrentPositionBlocksUpwards(worldIn, k, 6, j, structureBoundingBoxIn);
this.replaceAirAndLiquidDownwards(worldIn, blockStone, k, -1, j, structureBoundingBoxIn);
}
}
return true;
}
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