本文整理汇总了Java中net.minecraft.tileentity.TileEntityChest.getStackInSlot方法的典型用法代码示例。如果您正苦于以下问题:Java TileEntityChest.getStackInSlot方法的具体用法?Java TileEntityChest.getStackInSlot怎么用?Java TileEntityChest.getStackInSlot使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.tileentity.TileEntityChest
的用法示例。
在下文中一共展示了TileEntityChest.getStackInSlot方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: getEmptySpace
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
private int getEmptySpace( final TileEntityChest chest, final ItemStack stack ) {
int temp = -1;
for ( int i = 0; i < chest.getSizeInventory(); i++ ) {
final ItemStack stack2 = chest.getStackInSlot( i );
if ( temp < 0 && (stack2 == null || stack2.stackSize == 0) ) {
temp = i;
} else if ( stack2 != null && stack.getItem() == stack2.getItem() && stack2.stackSize > 0
&& stack2.stackSize + stack.stackSize <= stack.getMaxStackSize() && !stack2.isItemDamaged()
&& !stack.isItemDamaged() && stack.getItemDamage() == stack2.getItemDamage() ) {
stack.stackSize += stack2.stackSize;
return i;
}
}
return temp;
}
示例2: addInformation
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
@Override
public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean par4)
{
if(!(Keyboard.isKeyDown(42) || Keyboard.isKeyDown(54)))
list.add("Press SHIFT to see the content.");
else
{
boolean hasItems = false;
TileEntityChest chest = new TileEntityChest();
chest.readFromNBT(stack.getTagCompound());
for(int i = 0; i<chest.getSizeInventory(); i++)
{
ItemStack itemStack = chest.getStackInSlot(i);
if(itemStack != null)
{
list.add(itemStack.stackSize + "x" + itemStack.getDisplayName());
hasItems = true;
}
}
if(!hasItems)
list.add("Empty");
}
}
示例3: getStackInSlot
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
@Override
public ItemStack getStackInSlot(int slot)
{
boolean accessingUpperChest = slot < 27;
int targetSlot = accessingUpperChest ? slot : slot - 27;
TileEntityChest chest = getChest(accessingUpperChest);
return chest != null ? chest.getStackInSlot(targetSlot) : null;
}
示例4: calculateHoardSize
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
public boolean calculateHoardSize(World world) {
// Only look for hoards in OverWorld!
if (world.provider.dimensionId != 0) {
this.player.addChatMessage(new ChatComponentText(StatCollector.translateToLocal("chat.wildbill22_draco.hoardsOnlyWorkInOverWorld")));
return false;
}
hoardSize = 0;
boolean notJustCoins = false;
this.eggsInHoard.clear();
int size = hoardList.size();
for (int i = 0; i < size; i++) {
TileEntityChest chestEntity = (TileEntityChest) world.getTileEntity(hoardList.get(i).posX, hoardList.get(i).posY, hoardList.get(i).posZ);
if (chestEntity instanceof TileEntityTemporaryHoard) {
for (int j = 0; j < chestEntity.getSizeInventory(); j++) {
ItemStack itemStack = chestEntity.getStackInSlot(j);
if (itemStack != null) {
if (itemStack.getItem() != ModItems.goldCoin) {
notJustCoins = true;
if (itemStack.getItem() instanceof ItemDragonEgg) {
this.addEgg(((IDragonEggHandler)itemStack.getItem()).getEggName());
}
}
else {
hoardSize += itemStack.stackSize;
}
}
}
}
}
LogHelper.info("DragonPlayer load: Player has " + getHoardSize() + " coins.");
LogHelper.info("DragonPlayer load: Player has " + this.eggsInHoard.size() + " different eggs.");
if (hoardSize > 0) {
this.player.addStat(ModStats.firstGoldCoin, 1);
}
calculateLevel();
return notJustCoins;
}
示例5: updateEntity
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
@Override
public void updateEntity() {
boolean shouldAddBucket = false;
if (this.worldObj.getBlock(this.xCoord, this.yCoord - 1, this.zCoord) == Blocks.chest && this.fluidLevel >= 1250) {
TileEntityChest te = (TileEntityChest) this.worldObj.getTileEntity(this.xCoord, this.yCoord - 1, this.zCoord);
if (this.fluidLevel >= 1250) {
for (int i = 0; i < 27; i++) {
if (te.getStackInSlot(i) != null && te.getStackInSlot(i).getItem() == Items.bucket && te.getStackInSlot(i).stackSize == 1) {
te.setInventorySlotContents(i, new ItemStack(ItemHandler.mapleSapBucket));
this.fluidLevel -= 1250;
} else if (te.getStackInSlot(i) != null && te.getStackInSlot(i).getItem() == Items.bucket && te.getStackInSlot(i).stackSize > 1) {
shouldAddBucket = true;
te.getStackInSlot(i).stackSize--;
int temp = fluidLevel;
this.fluidLevel -= 1250;
//TODO #TEMP#: For tank debug purposes
System.out.println("filling bucket; " + temp + " -> " + fluidLevel);
}
if (te.getStackInSlot(i) != null && te.getStackInSlot(i).getItem() == ItemHandler.mapleSapBucket && shouldAddBucket && te.getStackInSlot(i).stackSize < 64) {
te.getStackInSlot(i).stackSize++;
shouldAddBucket = false;
} else if (te.getStackInSlot(i) == null && shouldAddBucket) {
te.setInventorySlotContents(i, new ItemStack(ItemHandler.mapleSapBucket));
shouldAddBucket = false;
}
}
if (shouldAddBucket) {
EntityItem entity = new EntityItem(this.worldObj, this.xCoord, this.yCoord - 1, this.zCoord, new ItemStack(ItemHandler.mapleSapBucket));
this.worldObj.spawnEntityInWorld(entity);
// this.fluidLevel -= 1250;
shouldAddBucket = false;
}
}
}
}
示例6: onDeath
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
@Override
public void onDeath(DamageSource source)
{
super.onDeath(source);
if(worldObj.isRemote)return;
boolean placeChest = false;
if(!isTitan)return;
TileEntityChest chest = getLootChest();
int x = (int)posX;
int z = (int)posZ;
for(int y = (int)posY+1; y > 0; y --)
{
if(worldObj.getBlockMaterial(x, y, z).isSolid())
{
break;
}
if(tryPlaceChest(x, y, z, chest))
{
placeChest = true;
break;
}
}
if(!placeChest)
{
for(int a = 0; a < chest.getSizeInventory(); a ++)
{
ItemStack drop = chest.getStackInSlot(a);
if(drop != null)
this.entityDropItem(drop, 0);
}
}
}
示例7: dumpFromPlayerToChestEntity
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
public static void dumpFromPlayerToChestEntity(World world, TileEntityChest chest, EntityPlayer player)
{
ItemStack chestItem;
ItemStack invItem;
int START_CHEST = 0;
int END_CHEST = START_CHEST + 3*9;
//inventory and chest has 9 rows by 3 columns, never changes. same as 64 max stack size
for(int islotChest = START_CHEST; islotChest < END_CHEST; islotChest++)
{
chestItem = chest.getStackInSlot(islotChest);
if(chestItem != null) { continue; }// chest slot not empty, skip over it
for(int islotInv = Const.HOTBAR_SIZE; islotInv < player.inventory.getSizeInventory() - Const.ARMOR_SIZE; islotInv++)
{
invItem = player.inventory.getStackInSlot(islotInv);
if(invItem == null) {continue;}//empty inventory slot
chest.setInventorySlotContents(islotChest, invItem);
player.inventory.setInventorySlotContents(islotInv,null);
break;
}//close loop on player inventory items
}//close loop on chest items
}
示例8: cleanSlot
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
private void cleanSlot( final TileEntityChest chest, final int p ) {
if ( chest.getStackInSlot( p ) != null && chest.getStackInSlot( p ).getItem() == null ) {
chest.setInventorySlotContents( p, (ItemStack) null );
}
}
示例9: locateStrongholds
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
private void locateStrongholds(EntityPlayer player, int amplifier) {
final NBTCoordinates playerLocation;
TileEntityChest closestChest = null;
float distance;
// Show direction to chests closer than this distance (up to 1000 blocks away with level 10 dragon)
float closestDistance = 10000.0F * amplifier * amplifier;
boolean foundVillagerSkull = false;
if (player != null){
playerLocation = new NBTCoordinates((int)player.posX, (int)player.posY, (int)player.posZ);
for (Object tileEntity : player.worldObj.loadedTileEntityList){
foundVillagerSkull = false;
if (tileEntity instanceof TileEntityChest){
TileEntityChest chestEntity = (TileEntityChest) tileEntity;
Object chestBlock = player.worldObj.getBlock(chestEntity.xCoord, chestEntity.yCoord, chestEntity.zCoord);
if (chestBlock instanceof BlockChest && chestEntity.yCoord < 45){
for (int j = 0; j < chestEntity.getSizeInventory(); j++) {
ItemStack itemStack = chestEntity.getStackInSlot(j);
if (itemStack != null) {
if (itemStack.getItem() == ModItems.villagerSkull) {
foundVillagerSkull = true;
break;
}
}
}
if (foundVillagerSkull) {
NBTCoordinates chestLocation = new NBTCoordinates(chestEntity.xCoord, chestEntity.yCoord, chestEntity.zCoord);
distance = chestLocation.getDistanceSquaredToChunkCoordinates(playerLocation);
if (distance < closestDistance){
closestDistance = distance;
closestChest = chestEntity;
}
}
}
}
}
if (closestChest != null){
// TODO: Animate with a beeping sound (or flashing) when pointing to chest!
LogHelper.info("Nearest chest at: " + closestChest.xCoord + "," + closestChest.yCoord + "," + closestChest.zCoord + "!");
player.addChatMessage(new ChatComponentText(
StatCollector.translateToLocal("chat.wildbill22_draco.foundPossibleStrongholdChest")));
player.addChatMessage(new ChatComponentText(
StatCollector.translateToLocalFormatted("chat.wildbill22_draco.chestIsLocated", closestChest.xCoord, closestChest.yCoord, closestChest.zCoord)));
}
else {
LogHelper.info("No stronghold chests nearby");
player.addChatMessage(new ChatComponentText(StatCollector.translateToLocal("chat.wildbill22_draco.noStrongholdChestsNearby")));
}
}
}
示例10: goldenEye
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
private void goldenEye(EntityPlayer player, int amplifier) {
final NBTCoordinates playerLocation;
TileEntityChest closestChest = null;
float distance;
// Show direction to chests closer than this distance (up to 1000 blocks away with level 10 dragon)
float closestDistance = 10000.0F * amplifier * amplifier;
boolean foundCoins = false;
if (player != null){
playerLocation = new NBTCoordinates((int)player.posX, (int)player.posY, (int)player.posZ);
for (Object tileEntity : player.worldObj.loadedTileEntityList){
foundCoins = false;
if (tileEntity instanceof TileEntityChest && !(tileEntity instanceof TileEntityTemporaryHoard)){
TileEntityChest chestEntity = (TileEntityChest) tileEntity;
Object chestBlock = player.worldObj.getBlock(chestEntity.xCoord, chestEntity.yCoord, chestEntity.zCoord);
if (chestBlock instanceof BlockChest){
for (int j = 0; j < chestEntity.getSizeInventory(); j++) {
ItemStack itemStack = chestEntity.getStackInSlot(j);
if (itemStack != null) {
if (itemStack.getItem() == ModItems.goldCoin) {
foundCoins = true;
break;
}
}
}
if (foundCoins) {
NBTCoordinates chestLocation = new NBTCoordinates(chestEntity.xCoord, chestEntity.yCoord, chestEntity.zCoord);
distance = chestLocation.getDistanceSquaredToChunkCoordinates(playerLocation);
if (distance < closestDistance){
closestDistance = distance;
closestChest = chestEntity;
}
}
}
}
}
if (closestChest != null){
// TODO: Animate with a beeping sound (or flashing) when pointing to chest!
LogHelper.info("Nearest chest at: " + closestChest.xCoord + "," + closestChest.yCoord + "," + closestChest.zCoord + "!");
player.addChatMessage(new ChatComponentText(
StatCollector.translateToLocalFormatted("chat.wildbill22_draco.foundGoldCoinsAt", closestChest.xCoord, closestChest.yCoord, closestChest.zCoord)));
}
else {
LogHelper.info("No gold coins found nearby");
player.addChatMessage(new ChatComponentText(StatCollector.translateToLocal("chat.wildbill22_draco.noGoldCoinsFound")));
}
}
}
示例11: breakBlock
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
public void breakBlock(World p_149749_1_, int p_149749_2_, int p_149749_3_, int p_149749_4_, Block p_149749_5_, int p_149749_6_)
{
TileEntityChest var7 = (TileEntityChest)p_149749_1_.getTileEntity(p_149749_2_, p_149749_3_, p_149749_4_);
if (var7 != null)
{
for (int var8 = 0; var8 < var7.getSizeInventory(); ++var8)
{
ItemStack var9 = var7.getStackInSlot(var8);
if (var9 != null)
{
float var10 = this.field_149955_b.nextFloat() * 0.8F + 0.1F;
float var11 = this.field_149955_b.nextFloat() * 0.8F + 0.1F;
EntityItem var14;
for (float var12 = this.field_149955_b.nextFloat() * 0.8F + 0.1F; var9.stackSize > 0; p_149749_1_.spawnEntityInWorld(var14))
{
int var13 = this.field_149955_b.nextInt(21) + 10;
if (var13 > var9.stackSize)
{
var13 = var9.stackSize;
}
var9.stackSize -= var13;
var14 = new EntityItem(p_149749_1_, (double)((float)p_149749_2_ + var10), (double)((float)p_149749_3_ + var11), (double)((float)p_149749_4_ + var12), new ItemStack(var9.getItem(), var13, var9.getItemDamage()));
float var15 = 0.05F;
var14.motionX = (double)((float)this.field_149955_b.nextGaussian() * var15);
var14.motionY = (double)((float)this.field_149955_b.nextGaussian() * var15 + 0.2F);
var14.motionZ = (double)((float)this.field_149955_b.nextGaussian() * var15);
if (var9.hasTagCompound())
{
var14.getEntityItem().setTagCompound((NBTTagCompound)var9.getTagCompound().copy());
}
}
}
}
p_149749_1_.func_147453_f(p_149749_2_, p_149749_3_, p_149749_4_, p_149749_5_);
}
super.breakBlock(p_149749_1_, p_149749_2_, p_149749_3_, p_149749_4_, p_149749_5_, p_149749_6_);
}
示例12: sortFromPlayerToChestEntity
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
public void sortFromPlayerToChestEntity(World world, TileEntityChest chest, EntityPlayer entityPlayer)
{
int totalItemsMoved = 0;
int totalSlotsFreed = 0;
ItemStack chestItem;
ItemStack invItem;
int room;
int toDeposit;
int chestMax;
//player inventory and the small chest have the same dimensions
int START_CHEST = 0;
int END_CHEST = START_CHEST + 3*9;
//inventory and chest has 9 rows by 3 columns, never changes. same as 64 max stack size
for(int islotChest = START_CHEST; islotChest < END_CHEST; islotChest++)
{
chestItem = chest.getStackInSlot(islotChest);
if(chestItem == null)
{
continue;
}//not an error; empty chest slot
for(int islotInv = PlayerInventory.START; islotInv < PlayerInventory.END; islotInv++)
{
invItem = entityPlayer.inventory.getStackInSlot(islotInv);
if(invItem == null)
{
continue;
}//empty inventory slot
if( invItem.getItem().equals(chestItem.getItem()) && invItem.getItemDamage() == chestItem.getItemDamage() )
{
//same item, including damage (block state)
chestMax = chestItem.getItem().getItemStackLimit(chestItem);
room = chestMax - chestItem.stackSize;
if(room <= 0) {continue;} // no room, check the next spot
//so if i have 30 room, and 28 items, i deposit 28.
//or if i have 30 room and 38 items, i deposit 30
toDeposit = Math.min(invItem.stackSize,room);
chestItem.stackSize += toDeposit;
chest.setInventorySlotContents(islotChest, chestItem);
invItem.stackSize -= toDeposit;
totalItemsMoved += toDeposit;
//totalTypesMoved++;
if(invItem.stackSize <= 0)//because of calculations above, should not be below zero
{
//item stacks with zero count do not destroy themselves, they show up and have unexpected behavior in game so set to empty
entityPlayer.inventory.setInventorySlotContents(islotInv,null);
totalSlotsFreed++;
}
else
{
//set to new quantity
entityPlayer.inventory.setInventorySlotContents(islotInv, invItem);
}
}//end if items match
}//close loop on player inventory items
}//close loop on chest items
if( totalSlotsFreed > 0)
{
//particles dont work, this only happens on server side (remote==false always)
//SamsUtilities.spawnParticle(world,EnumParticleTypes.SLIME,chest.getPos().up());
}
}
示例13: cast
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
@Override
public void cast(World world, EntityPlayer player, BlockPos pos)
{
TileEntityChest chestTarget = (TileEntityChest)world.getTileEntity(pos);
if(chestTarget == null)//should never happen, assuming the canPlayerCast was run
{
onCastFailure(world,player,pos);
return;
}//wrong type of tile entity
//TODO: make it also work with trapped chests/dispensers/droppers/ etc. set extra flag to identify
//means not just TileEntityChest
//chestTarget.getInventoryStackLimit()//=64
//chestContents.size internally is 27
ItemStack chestItem;
//int chestMax;
int ROWS = 3;
int COLS = 9;
int START_CHEST = 0;
//int START_INV = 9;//because we are ignoring the item hotbar, we skip the first row this way
int END_CHEST = START_CHEST + ROWS * COLS;
//int END_INV = START_INV + ROWS * COLS;
ItemStack drop = new ItemStack(ItemRegistry.itemChestSack ,1,0);
if(drop.getTagCompound() == null) drop.setTagCompound(new NBTTagCompound());
int stacks = 0;
int count = 0;
int[] itemids = new int[END_CHEST - START_CHEST];
int[] itemqty = new int[END_CHEST - START_CHEST];
int[] itemdmg = new int[END_CHEST - START_CHEST];
//inventory and chest has 9 rows by 3 columns, never changes. same as 64 max stack size
for(int islotChest = START_CHEST; islotChest < END_CHEST; islotChest++)
{
//zeroes to avoid nulls, and signify nothing goes there
itemids[islotChest] = 0;
itemqty[islotChest] = 0;
itemids[islotChest] = 0;
chestItem = chestTarget.getStackInSlot(islotChest);
if(chestItem == null){continue;}//not an error; empty chest slot
if(chestItem.getTagCompound() != null)
{
//probably has an enchantment
player.dropPlayerItemWithRandomChoice(chestItem, false);
}
else
{
stacks++;
count += chestItem.stackSize;
itemids[islotChest] = Item.getIdFromItem(chestItem.getItem());
itemdmg[islotChest] = chestItem.getItemDamage();
itemqty[islotChest] = chestItem.stackSize;
}
//its either in the bag, or dropped on the player
chestTarget.setInventorySlotContents(islotChest, null);
}
if(drop.getTagCompound() == null) drop.setTagCompound(new NBTTagCompound());
drop.getTagCompound().setIntArray("itemids", itemids);
drop.getTagCompound().setIntArray("itemdmg", itemdmg);
drop.getTagCompound().setIntArray("itemqty", itemqty);
drop.getTagCompound().setString("count",""+count);
drop.getTagCompound().setString("stacks",""+stacks);
player.entityDropItem(drop, 1);
//the 2 here is just a magic flag it passes to the world to propogate the event
world.setBlockToAir(pos);
}
示例14: sortFromPlayerToChestEntity
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
public static void sortFromPlayerToChestEntity(World world, TileEntityChest chest, EntityPlayer player)
{
//source: https://github.com/PrinceOfAmber/SamsPowerups/blob/master/Spells/src/main/java/com/lothrazar/samsmagic/spell/SpellChestDeposit.java#L84
ItemStack chestItem;
ItemStack invItem;
int room;
int toDeposit;
int chestMax;
//player inventory and the small chest have the same dimensions
int START_CHEST = 0;
int END_CHEST = START_CHEST + 3*9;
//inventory and chest has 9 rows by 3 columns, never changes. same as 64 max stack size
for(int islotChest = START_CHEST; islotChest < END_CHEST; islotChest++)
{
chestItem = chest.getStackInSlot(islotChest);
if(chestItem == null) { continue; }// empty chest slot
for(int islotInv = Const.HOTBAR_SIZE; islotInv < player.inventory.getSizeInventory() - Const.ARMOR_SIZE; islotInv++)
{
invItem = player.inventory.getStackInSlot(islotInv);
if(invItem == null) {continue;}//empty inventory slot
if( invItem.getItem().equals(chestItem.getItem()) && invItem.getItemDamage() == chestItem.getItemDamage() )
{
//same item, including damage (block state)
chestMax = chestItem.getItem().getItemStackLimit(chestItem);
room = chestMax - chestItem.stackSize;
if(room <= 0) {continue;} // no room, check the next spot
//so if i have 30 room, and 28 items, i deposit 28.
//or if i have 30 room and 38 items, i deposit 30
toDeposit = Math.min(invItem.stackSize,room);
chestItem.stackSize += toDeposit;
chest.setInventorySlotContents(islotChest, chestItem);
invItem.stackSize -= toDeposit;
if(invItem.stackSize <= 0)//because of calculations above, should not be below zero
{
//item stacks with zero count do not destroy themselves, they show up and have unexpected behavior in game so set to empty
player.inventory.setInventorySlotContents(islotInv,null);
}
else
{
//set to new quantity
player.inventory.setInventorySlotContents(islotInv, invItem);
}
}//end if items match
}//close loop on player inventory items
}//close loop on chest items
}
示例15: breakBlock
import net.minecraft.tileentity.TileEntityChest; //导入方法依赖的package包/类
public void breakBlock(World p_149749_1_, int p_149749_2_, int p_149749_3_, int p_149749_4_, Block p_149749_5_, int p_149749_6_)
{
TileEntityChest tileentitychest = (TileEntityChest)p_149749_1_.getTileEntity(p_149749_2_, p_149749_3_, p_149749_4_);
if (tileentitychest != null)
{
for (int i1 = 0; i1 < tileentitychest.getSizeInventory(); ++i1)
{
ItemStack itemstack = tileentitychest.getStackInSlot(i1);
if (itemstack != null)
{
float f = this.field_149955_b.nextFloat() * 0.8F + 0.1F;
float f1 = this.field_149955_b.nextFloat() * 0.8F + 0.1F;
EntityItem entityitem;
for (float f2 = this.field_149955_b.nextFloat() * 0.8F + 0.1F; itemstack.stackSize > 0; p_149749_1_.spawnEntityInWorld(entityitem))
{
int j1 = this.field_149955_b.nextInt(21) + 10;
if (j1 > itemstack.stackSize)
{
j1 = itemstack.stackSize;
}
itemstack.stackSize -= j1;
entityitem = new EntityItem(p_149749_1_, (double)((float)p_149749_2_ + f), (double)((float)p_149749_3_ + f1), (double)((float)p_149749_4_ + f2), new ItemStack(itemstack.getItem(), j1, itemstack.getItemDamage()));
float f3 = 0.05F;
entityitem.motionX = (double)((float)this.field_149955_b.nextGaussian() * f3);
entityitem.motionY = (double)((float)this.field_149955_b.nextGaussian() * f3 + 0.2F);
entityitem.motionZ = (double)((float)this.field_149955_b.nextGaussian() * f3);
if (itemstack.hasTagCompound())
{
entityitem.getEntityItem().setTagCompound((NBTTagCompound)itemstack.getTagCompound().copy());
}
}
}
}
p_149749_1_.func_147453_f(p_149749_2_, p_149749_3_, p_149749_4_, p_149749_5_);
}
super.breakBlock(p_149749_1_, p_149749_2_, p_149749_3_, p_149749_4_, p_149749_5_, p_149749_6_);
}