base mod created
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146
build/tmp/recompileMc/sources/net/minecraft/item/ItemFood.java
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146
build/tmp/recompileMc/sources/net/minecraft/item/ItemFood.java
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package net.minecraft.item;
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import net.minecraft.advancements.CriteriaTriggers;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.stats.StatList;
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import net.minecraft.util.ActionResult;
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import net.minecraft.util.EnumActionResult;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.world.World;
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public class ItemFood extends Item
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{
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/** Number of ticks to run while 'EnumAction'ing until result. */
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public final int itemUseDuration;
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/** The amount this food item heals the player. */
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private final int healAmount;
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private final float saturationModifier;
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/** Whether wolves like this food (true for raw and cooked porkchop). */
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private final boolean isWolfsFavoriteMeat;
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/** If this field is true, the food can be consumed even if the player don't need to eat. */
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private boolean alwaysEdible;
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/** represents the potion effect that will occurr upon eating this food. Set by setPotionEffect */
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private PotionEffect potionId;
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/** probably of the set potion effect occurring */
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private float potionEffectProbability;
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public ItemFood(int amount, float saturation, boolean isWolfFood)
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{
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this.itemUseDuration = 32;
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this.healAmount = amount;
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this.isWolfsFavoriteMeat = isWolfFood;
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this.saturationModifier = saturation;
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this.setCreativeTab(CreativeTabs.FOOD);
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}
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public ItemFood(int amount, boolean isWolfFood)
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{
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this(amount, 0.6F, isWolfFood);
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}
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/**
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* Called when the player finishes using this Item (E.g. finishes eating.). Not called when the player stops using
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* the Item before the action is complete.
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*/
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public ItemStack onItemUseFinish(ItemStack stack, World worldIn, EntityLivingBase entityLiving)
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{
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if (entityLiving instanceof EntityPlayer)
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{
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EntityPlayer entityplayer = (EntityPlayer)entityLiving;
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entityplayer.getFoodStats().addStats(this, stack);
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worldIn.playSound((EntityPlayer)null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ENTITY_PLAYER_BURP, SoundCategory.PLAYERS, 0.5F, worldIn.rand.nextFloat() * 0.1F + 0.9F);
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this.onFoodEaten(stack, worldIn, entityplayer);
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entityplayer.addStat(StatList.getObjectUseStats(this));
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if (entityplayer instanceof EntityPlayerMP)
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{
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CriteriaTriggers.CONSUME_ITEM.trigger((EntityPlayerMP)entityplayer, stack);
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}
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}
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stack.shrink(1);
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return stack;
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}
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protected void onFoodEaten(ItemStack stack, World worldIn, EntityPlayer player)
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{
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if (!worldIn.isRemote && this.potionId != null && worldIn.rand.nextFloat() < this.potionEffectProbability)
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{
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player.addPotionEffect(new PotionEffect(this.potionId));
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}
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}
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/**
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* How long it takes to use or consume an item
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*/
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public int getMaxItemUseDuration(ItemStack stack)
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{
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return 32;
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}
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/**
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* returns the action that specifies what animation to play when the items is being used
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*/
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public EnumAction getItemUseAction(ItemStack stack)
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{
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return EnumAction.EAT;
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}
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/**
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* Called when the equipped item is right clicked.
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*/
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public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
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{
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ItemStack itemstack = playerIn.getHeldItem(handIn);
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if (playerIn.canEat(this.alwaysEdible))
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{
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playerIn.setActiveHand(handIn);
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return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack);
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}
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else
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{
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return new ActionResult<ItemStack>(EnumActionResult.FAIL, itemstack);
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}
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}
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public int getHealAmount(ItemStack stack)
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{
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return this.healAmount;
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}
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public float getSaturationModifier(ItemStack stack)
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{
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return this.saturationModifier;
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}
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/**
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* Whether wolves like this food (true for raw and cooked porkchop).
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*/
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public boolean isWolfsFavoriteMeat()
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{
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return this.isWolfsFavoriteMeat;
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}
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public ItemFood setPotionEffect(PotionEffect effect, float probability)
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{
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this.potionId = effect;
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this.potionEffectProbability = probability;
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return this;
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}
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/**
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* Set the field 'alwaysEdible' to true, and make the food edible even if the player don't need to eat.
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*/
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public ItemFood setAlwaysEdible()
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{
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this.alwaysEdible = true;
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return this;
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}
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}
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