Fix is Shooting Animation

This commit is contained in:
Kam committed 2025-03-20 12:25:06 -04:00
1 parent 0134566789
commit e4c51dce5d
1 file changed
+16 -4
@@ -50,16 +50,28 @@ public class EntityAIRangedAttack extends EntityAIBase {
public boolean shouldExecute() {
EntityLivingBase var1 = this.entityHost.getAttackTarget();
if (var1 == null || !var1.isEntityAlive()) return false;
if (var1 == null || !var1.isEntityAlive()){
isShooting = false;
return false;
}
if (entityHost.getDistanceToEntity(var1) > entityHost.stats.aggroRange) return false;
if (entityHost.getDistanceToEntity(var1) > entityHost.stats.aggroRange){
isShooting = false;
return false;
}
if (this.entityHost.inventory.getProjectile() == null) return false;
if (this.entityHost.inventory.getProjectile() == null){
isShooting = false;
return false;
}
double var2 = this.entityHost.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ);
double var3 = this.entityHost.ais.distanceToMelee * this.entityHost.ais.distanceToMelee;
if (this.entityHost.ais.useRangeMelee >= 1 && var2 <= var3) return false;
if (this.entityHost.ais.useRangeMelee >= 1 && var2 <= var3){
isShooting = false;
return false;
}
else {
this.attackTarget = var1;