Lasers now dynamically damage entities based on energy output
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parent
765b58a058
commit
72026dd1c5
1 changed files with 6 additions and 2 deletions
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@ -6,11 +6,11 @@ import mekanism.api.Coord4D;
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import mekanism.api.MekanismConfig.general;
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import mekanism.api.Pos3D;
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import mekanism.api.lasers.ILaserReceptor;
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import net.minecraft.block.Block;
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import net.minecraft.entity.Entity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.DamageSource;
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import net.minecraft.util.MovingObjectPosition;
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import net.minecraft.util.Vec3;
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import net.minecraft.world.World;
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@ -49,7 +49,11 @@ public class LaserManager
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for(Entity e : (List<Entity>)world.getEntitiesWithinAABB(Entity.class, Pos3D.getAABB(from, to)))
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{
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if(!e.isImmuneToFire()) e.setFire((int)(energy / 1000));
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if(!e.isImmuneToFire())
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{
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e.setFire((int)(energy / 1000));
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e.attackEntityFrom(DamageSource.onFire, (float)energy/1000F);
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}
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}
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return mop;
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