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1.12 Where is EntityLivingBase#moveEntityWithHeading method from 1.10.2 (Solved)


TheRPGAdventurer

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Just now, Choonster said:

EntityLivingBase#moveEntityWithHeading was replaced by EntityLivingBase#travel.

Ok now how do I disable the 3rd float parameter? I do not like it. At first in 1.10.2 it just has forward and strafe thus making my dragon fly where the player is looking at when riding.Now it gives me this vertical sliding effect when I fly like third parameter is ruining it. I maybe thinking of using the old one but how?

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13 minutes ago, TheRPGAdventurer said:

Ok now how do I disable the 3rd float parameter? I do not like it. At first in 1.10.2 it just has forward and strafe thus making my dragon fly where the player is looking at when riding.Now it gives me this vertical sliding effect when I fly like third parameter is ruining it. I maybe thinking of using the old one but how?

 

I don't know the answer to that myself.

 

Have you tried looking at the difference between AbstractHorse in 1.12 and EntityHorse in 1.10.2 to see how the vertical parameter has changed the motion calculations?

Edited by Choonster
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Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Just now, Choonster said:

 

I don't know the answer to that myself.

 

Have you tried looking at the difference between AbstractHorse in 1.12 and EntityHorse in 1.10.2 to see how the vertical parameter has changed the motion calculations?

Not really, I have a separate class that handles the entity's movement and  "super" the "travel" method just make it hover when it is flying. Before knowing about the travel method, I deprecated moveEntityWithHeading and what I get is everytime I jump pressing space, it just drags the dragon down after I press upwards as if I was just making the dragon jump.

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On 8/20/2017 at 7:40 PM, Choonster said:

 

I don't know the answer to that myself.

 

Have you tried looking at the difference between AbstractHorse in 1.12 and EntityHorse in 1.10.2 to see how the vertical parameter has changed the motion calculations?

Ok fixed it, just make it use the second parameter in it's third float paramter.

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