Lasers now dynamically damage entities based on energy output

This commit is contained in:
Aidan C. Brady 2015-03-21 11:31:51 -05:00
parent 765b58a058
commit 72026dd1c5

View file

@ -6,11 +6,11 @@ import mekanism.api.Coord4D;
import mekanism.api.MekanismConfig.general;
import mekanism.api.Pos3D;
import mekanism.api.lasers.ILaserReceptor;
import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;
@ -49,7 +49,11 @@ public class LaserManager
for(Entity e : (List<Entity>)world.getEntitiesWithinAABB(Entity.class, Pos3D.getAABB(from, to)))
{
if(!e.isImmuneToFire()) e.setFire((int)(energy / 1000));
if(!e.isImmuneToFire())
{
e.setFire((int)(energy / 1000));
e.attackEntityFrom(DamageSource.onFire, (float)energy/1000F);
}
}
return mop;