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public EntityWolf(World par1World)
{
super(par1World);
looksWithInterest = false;
texture = "/mob/wolf.png";
setSize(0.6F, 0.8F);
moveSpeed = 0.3F;
func_48084_aL().func_48664_a(true);
tasks.addTask(1, new EntityAISwimming(this));
tasks.addTask(2, field_48146_a);
tasks.addTask(3, new EntityAILeapAtTarget(this, 0.4F));
tasks.addTask(4, new EntityAIAttackOnCollide(this, moveSpeed, true));
tasks.addTask(5, new EntityAIFollowOwner(this, moveSpeed, 10F, 2.0F));
tasks.addTask(6, new EntityAIMate(this, moveSpeed));
tasks.addTask(7, new EntityAIWander(this, moveSpeed));
tasks.addTask(8, new EntityAIBeg(this, 8F));
tasks.addTask(9, new EntityAIWatchClosest(this, net.minecraft.src.EntityPlayer.class, 8F));
tasks.addTask(9, new EntityAILookIdle(this));
field_48105_bU.addTask(1, new EntityAIOwnerHurtByTarget(this));
field_48105_bU.addTask(2, new EntityAIOwnerHurtTarget(this));
field_48105_bU.addTask(3, new EntityAIHurtByTarget(this, true));
field_48105_bU.addTask(4, new EntityAITargetNonTamed(this, net.minecraft.src.EntitySheep.class, 16F, 200, false));
Yeah, the new AI guy really outdid himself in this patch. The code format is... barely recognizable. It's NUTS. AWESOME... but NUTS.
Looks like I've got a full day of coding ahead of me! With any luck though, I'll be done before the end of the day and I can get to work on MMC.
In retrospect, I can't believe I didn't see this coming. Granted, I thought that most of this would be in inherited classes, and it was, technically, but it still needs to be called here. I think I actually envy the position of tech mods right now, they largely don't have to deal with this.
My heart goes out to DrZhark. Poor bastard.