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Spawning a ThowableEntity memory overburdened


jordan30001

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I have a new ItemThrowable but when I spawn it and it hits the ground it doest destroy itself and for some reason forge spews out Memory Overburdened messages.

 

sword onUse()

w.spawnEntityInWorld(New EntityEnergySpell(w, p))

 

Main

@init
InitMod()
{
EntityRegistry.registerModEntity(EntityEnergySpell.class, "Lightning Bolt", 1, this, 250, 5, false);
}
public void AddRenderer(Map map)
{
map.put(EntityEnergySpell.class, new RenderEnergySpell(Item.snowball.getIconFromDamage(0)));
}

EntityEnerySpell

 

 

package jordan30001.testMod.common.item.tools.generic.tools.entitys;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.world.World;

public class EntityEnergySpell extends EntityThrowable
{
public EntityEnergySpell(World w)
{
	super(w);
	World thisWorld = w;
}

public EntityEnergySpell(World w, EntityLiving e)
{
	super(w, e);
}

public EntityEnergySpell(World w, double x, double y, double z)
{
	super(w, x, y, z);
}

/**
 * Called when the throwable hits a block or entity.
 */
protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
{
	if (par1MovingObjectPosition.entityHit != null)
	{
		byte byte0 = 0;
		if (!par1MovingObjectPosition.entityHit.attackEntityFrom(
				DamageSource.causeThrownDamage(this, this.getThrower()), byte0))
		;
	}
	if (par1MovingObjectPosition.typeOfHit.equals(par1MovingObjectPosition.typeOfHit.TILE))
	{
		setDead();
	}
	for (int i = 0; i < 8; i++)
	{
		int B, N, M;
		B = (int) posX;
		N = (int) posY;
		M = (int) posZ;
		worldObj.spawnParticle("heart", posX, posY, posZ, 0.0D, 0.0D, 0.0D);
		worldObj.spawnEntityInWorld(new EntityEnergySpell(this.worldObj, posX, posY, posZ));
	}
	// if
	// (Minecraft.getMinecraft().getIntegratedServer().isDedicatedServer())
	// {
	// setDead();
	// }
}
}
[code][/spoiler]

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Look at the arrow class, It should have segments of code that tick when the arrow hits the ground. Use this to make a tick counter, and when it reaches one, .setdead();

 

I have read it but still don't completely understand what's happening.

 

if only things were not named par1,par2,par3.....par999999999 I could probably read it more easily and understand what its doing

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