@Override public void setItemStackToSlot(@Nonnull EntityEquipmentSlot slotIn, @Nonnull ItemStack stack) { super.setItemStackToSlot(slotIn, stack); setCombatTaskReal(); }
private void setSpawn(byte id) { EntitySkeleton skeleton; EntityGaiaSphinx sphinx; if (id == 0) { skeleton = new EntitySkeleton(world); skeleton.setLocationAndAngles(posX, posY, posZ, rotationYaw, 0.0F); skeleton.onInitialSpawn(world.getDifficultyForLocation(new BlockPos(skeleton)), null); skeleton.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(GaiaItems.ACCESSORY_HEADGEAR, 1, 0)); skeleton.setDropChance(EntityEquipmentSlot.MAINHAND, 0); skeleton.setDropChance(EntityEquipmentSlot.OFFHAND, 0); skeleton.setDropChance(EntityEquipmentSlot.FEET, 0); skeleton.setDropChance(EntityEquipmentSlot.LEGS, 0); skeleton.setDropChance(EntityEquipmentSlot.CHEST, 0); skeleton.setDropChance(EntityEquipmentSlot.HEAD, 0); world.spawnEntity(skeleton); } if (id == 1) { explode(); sphinx = new EntityGaiaSphinx(world); sphinx.setLocationAndAngles(posX, posY, posZ, rotationYaw, 0.0F); sphinx.onInitialSpawn(world.getDifficultyForLocation(new BlockPos(sphinx)), null); world.spawnEntity(sphinx); } }
private void setSpawn(byte id) { EntityZombie zombie; EntitySkeleton skeleton; if (id == 0) { zombie = new EntityZombie(world); zombie.setLocationAndAngles(posX, posY, posZ, rotationYaw, 0.0F); zombie.onInitialSpawn(world.getDifficultyForLocation(new BlockPos(zombie)), null); zombie.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(GaiaItems.ACCESSORY_HEADGEAR, 1, 1)); zombie.setDropChance(EntityEquipmentSlot.MAINHAND, 0); zombie.setDropChance(EntityEquipmentSlot.OFFHAND, 0); zombie.setDropChance(EntityEquipmentSlot.FEET, 0); zombie.setDropChance(EntityEquipmentSlot.LEGS, 0); zombie.setDropChance(EntityEquipmentSlot.CHEST, 0); zombie.setDropChance(EntityEquipmentSlot.HEAD, 0); world.spawnEntity(zombie); } if (id == 1) { skeleton = new EntitySkeleton(world); skeleton.setLocationAndAngles(posX, posY, posZ, rotationYaw, 0.0F); skeleton.onInitialSpawn(world.getDifficultyForLocation(new BlockPos(skeleton)), null); skeleton.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(GaiaItems.ACCESSORY_HEADGEAR, 1, 1)); skeleton.setDropChance(EntityEquipmentSlot.MAINHAND, 0); skeleton.setDropChance(EntityEquipmentSlot.OFFHAND, 0); skeleton.setDropChance(EntityEquipmentSlot.FEET, 0); skeleton.setDropChance(EntityEquipmentSlot.LEGS, 0); skeleton.setDropChance(EntityEquipmentSlot.CHEST, 0); skeleton.setDropChance(EntityEquipmentSlot.HEAD, 0); world.spawnEntity(skeleton); } }
skeleton.setLocationAndAngles(posX, posY, posZ, rotationYaw, 0.0F); skeleton.onInitialSpawn(world.getDifficultyForLocation(new BlockPos(skeleton)), null); skeleton.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(GaiaItems.ACCESSORY_HEADGEAR, 1, 0)); skeleton.setDropChance(EntityEquipmentSlot.MAINHAND, 0); skeleton.setDropChance(EntityEquipmentSlot.OFFHAND, 0);