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Un-hardcode multiple canFireProjectile
methods
#1681
base: 1.21.x
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If we're modifying AbstractSkeleton
s to accept a tag of bows rather than only the singular bow item, should we also modify Pillager
s and Piglin
s for a corresponding tag for crossbows? (We also have a c:tools/crossbow
for that.)
I'll work on adding a commit for that then and we'll do that in this PR too then I think |
AbstractSkeleton.canFireProjectile
canFireProjectile
methods
@ZestyBlaze, this pull request has conflicts, please resolve them for this PR to move forward. |
Welp, I'm now away for a while for a holiday so that's great. I'll rebase it when I'm back |
A suggestion from Commoble to remove the hard coding on
AbstractSkeleton.canFireProjectileWeapon
and bind it to a Neoforge functionality tagCurrently only contains
minecraft:bow
within the tag as that is all the vanilla skeleton checks for, added some javadoc to it but maybe specification that it should be items that extendBowItem
is required as Crossbow Logic won't work with skeletonsAlso open to better naming suggestions if that's a thought
Following a quick discussion, now contains 3 tags and more patches which also remove the hardcoding on
Pillager
,AbstractSkeleton
andPiglin
allowing all of these mobs to now use items from their respective tags, which all point towards the common tag for their respective weapons (Bows for Skeletons and Crossbows for Piglins and Pillagers)