// Set velocity y to above (0.2)
velocity = velocity.mul(1.0, 0.0, 1.0).add(0.0, 0.2, 0.0);
velocity = velocity.add(0.045 * rand.nextGaussian(), 0.045 * rand.nextGaussian(), 0.045 * rand.nextGaussian());
Effect shootEffect;
Material material = item.getMaterial();
//TODO: Implement the following 'special' shoot cases:
// - eggs, arrows, fireballs and snowballs
// - potions, exp. bottles, monster eggs
// - armor,
if (material.equals(VanillaMaterials.ARROW)) {
shootEffect = GeneralEffects.RANDOM_BOW;
toLaunch = new Arrow();
} else if (material.equals(VanillaMaterials.EGG)) {
shootEffect = GeneralEffects.RANDOM_BOW;
//TODO: Spawn
} else if (material.equals(VanillaMaterials.SNOWBALL)) {
shootEffect = GeneralEffects.RANDOM_BOW;
//TODO: Spawn
} else if (material instanceof PotionItem && ((PotionItem) material).isSplash()) {
shootEffect = GeneralEffects.RANDOM_BOW;
//TODO: Spawn
} else if (material.equals(VanillaMaterials.BOTTLE_O_ENCHANTING)) {
shootEffect = GeneralEffects.RANDOM_BOW;
//TODO: Spawn
} else if (material instanceof SpawnEgg) {
shootEffect = GeneralEffects.RANDOM_BOW;
//TODO: Spawn
} else if (material.equals(VanillaMaterials.FIRE_CHARGE)) {
shootEffect = GeneralEffects.SHOOT_FIREBALL;
//TODO: Spawn
} else {
shootEffect = GeneralEffects.RANDOM_CLICK1;
position = position.sub(0.0, 0.3, 0.0);