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- //Its currently implemented really weirdly because it was done before I got them to use modloader
- GuiInGame.java renderGameOverlay(...)
- //wave auto init
- if (mc.theWorld.zombieWave == 0) {
- //newWave = true;
- mc.theWorld.zombieWave++;
- mc.theWorld.zombieKills=0;
- mc.theWorld.waveSpawnCount = 0;
- mc.theWorld.waveSpawnMax=(mc.theWorld.zombieWave*3)+7;
- }
- //kill counter trigger of new wave init
- if (!(newWave) && (mc.theWorld.zombieKills>=mc.theWorld.waveSpawnMax) && mc.theWorld.zombieWave != 0)
- {
- waveDelay = System.currentTimeMillis();
- newWave = true;
- //fontrenderer.drawStringWithShadow("You can move on to the next wave now!", 2, 80, 0xE52626);
- }
- //more....
- if (newWave) {
- if(System.currentTimeMillis() - waveDelay >= 10000) {
- if (mc.theWorld.zombieKills >= mc.theWorld.waveSpawnMax)
- {
- mc.theWorld.zombieWave++;
- mc.theWorld.zombieKills=0;
- mc.theWorld.waveSpawnCount=0;
- mc.theWorld.waveSpawnMax=(mc.theWorld.zombieWave*3)+7;
- //mc.displayGuiScreen(null);
- //mc.func_6259_e();
- newWave = false;
- }
- }
- }
- TileEntityMobSpawnerWave.java
- added in updateEntity()
- if (worldObj.waveSpawnCount < worldObj.waveSpawnMax && worldObj.zombieWave > 0)
- {
- //the usual entity creation code plus...
- //if ent made
- worldObj.waveSpawnCount++;
- }
- somewhere the kill counter goes up, cant find it heh, suicided zombies causes it to go up so its probably a hook into setEntityDead or something
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