* motionZ);
int j1 = (int) Math.ceil((double) f1 * 2D);
if (arrowCritical) {
j1 += rand.nextInt(j1 / 2 + 2);
}
DamageSource damagesource = null;
if (shootingEntity == null)
damagesource = DamageSource.causeArrowDamage(new EntityArrow(worldObj), this);
else
damagesource = DamageSource.causeArrowDamage(new EntityArrow(worldObj),
shootingEntity);