isSurvival() and !$player->getInventory()->contains(ItemFactory::get(Item::ARROW, 0, 1))){ $player->getInventory()->sendContents($player); return false; } $nbt = Entity::createBaseNBT( $player->add(0, $player->getEyeHeight(), 0), $player->getDirectionVector(), ($player->yaw > 180 ? 360 : 0) - $player->yaw, -$player->pitch ); $nbt->setShort("Fire", $player->isOnFire() ? 45 * 60 : 0); $diff = $player->getItemUseDuration(); $p = $diff / 20; $force = min((($p ** 2) + $p * 2) / 3, 1) * 2; $entity = Entity::createEntity("Arrow", $player->getLevel(), $nbt, $player, $force == 2); if($entity instanceof Projectile){ $infinity = $this->hasEnchantment(Enchantment::INFINITY); if($entity instanceof ArrowEntity){ if($infinity){ $entity->setPickupMode(ArrowEntity::PICKUP_CREATIVE); } if(($punchLevel = $this->getEnchantmentLevel(Enchantment::PUNCH)) > 0){ $entity->setPunchKnockback($punchLevel); } } if(($powerLevel = $this->getEnchantmentLevel(Enchantment::POWER)) > 0){ $entity->setBaseDamage($entity->getBaseDamage() + (($powerLevel + 1) / 2)); } if($this->hasEnchantment(Enchantment::FLAME)){ $entity->setOnFire($entity->getFireTicks() * 20 + 100); } $ev = new EntityShootBowEvent($player, $this, $entity, $force); if($force < 0.1 or $diff < 5){ $ev->setCancelled(); } $player->getServer()->getPluginManager()->callEvent($ev); $entity = $ev->getProjectile(); //This might have been changed by plugins if($ev->isCancelled()){ $entity->flagForDespawn(); $player->getInventory()->sendContents($player); }else{ $entity->setMotion($entity->getMotion()->multiply($ev->getForce())); if($player->isSurvival()){ if(!$infinity){ //TODO: tipped arrows are still consumed when Infinity is applied $player->getInventory()->removeItem(ItemFactory::get(Item::ARROW, 0, 1)); } $this->applyDamage(1); } if($entity instanceof Projectile){ $player->getServer()->getPluginManager()->callEvent($projectileEv = new ProjectileLaunchEvent($entity)); if($projectileEv->isCancelled()){ $ev->getProjectile()->flagForDespawn(); }else{ $ev->getProjectile()->spawnToAll(); $player->getLevel()->broadcastLevelSoundEvent($player, LevelSoundEventPacket::SOUND_BOW); } }else{ $entity->spawnToAll(); } } }else{ $entity->spawnToAll(); } return true; } }