Optimised wither collapse calc
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@ -39,12 +39,10 @@ public abstract class WitherSkeletonRework extends AbstractSkeleton {
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}
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}
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} else { // If on hoe, collapse wither effect
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} else { // If on hoe, collapse wither effect
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int duration = effectsMap.get(MobEffects.WITHER).getDuration();
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int duration = effectsMap.get(MobEffects.WITHER).getDuration();
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int dmgCount = 0;
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int dmgCount;
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int durationToDmg = 40 >> amp;
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int durationToDmg = 40 >> amp;
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while(duration>0){ // There is definitely a better way to do this, I'll come back to it later
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if (durationToDmg==0){dmgCount=duration;}
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if(durationToDmg == 0 || duration % durationToDmg == 0) {dmgCount++;}
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else{dmgCount = duration / durationToDmg;}
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duration--;
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}
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instance.removeEffect(MobEffects.WITHER);
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instance.removeEffect(MobEffects.WITHER);
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instance.hurt(instance.damageSources().wither(), dmgCount);
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instance.hurt(instance.damageSources().wither(), dmgCount);
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this.setItemSlot(EquipmentSlot.MAINHAND, new ItemStack(Items.STONE_SWORD));
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this.setItemSlot(EquipmentSlot.MAINHAND, new ItemStack(Items.STONE_SWORD));
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