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GotoLink

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Everything posted by GotoLink

  1. public static final String GUI_LOCATION = "textures/gui/";
  2. theoreticStill = new LiquidTheoreticFlowing(... Derp
  3. Proxies are helper classes, they were never compulsory. Thus can't be deprecated unless Mojang provides a better system. If you know how to check for client side on your own, you don't need them anyway. And you never needed CommonProxy for Gui handling. IGuiHandler is an interface.
  4. Call onInventoryChanged() ?
  5. EntityRegistry.registerGlobalEntityID(EntityIceBolt.class, "IceBolt", EntityRegistry.findGlobalUniqueEntityId()); Why are those registered on client side in registerRendering() ?
  6. Remove Cproxy field. It is null and useless.
  7. Might be an error in the tags. Store the String tags as static final fields and use them instead.
  8. Set its coordinate on the middle.
  9. I don't believe in ghosts so I don't understand what you mean. Item tooltips can be added with the addInformation(ItemStack...) method in Item class.
  10. 1/ NBT would only be needed if you save it to the server. Completely useless for simple data handling or packet sending. An array or list of the code parts would be fine. 2/ Sending packets for the server to change things. 3/ Use guiLeft and guiTop field, they are relative to the window size.
  11. All your switches are missing break statement.
  12. You seriously need to do something here public void onGuiClosed() { //TODO: Need to be edited! /* Keyboard.enableRepeatEvents(false); NetClientHandler netclienthandler = this.mc.getNetHandler(); if (netclienthandler != null) { netclienthandler.addToSendQueue(new Packet130UpdateSign(this.entitySign.xCoord, this.entitySign.yCoord, this.entitySign.zCoord, this.entitySign.signText)); } this.entitySign.setEditable(true); */ }
  13. Server side only.
  14. Show some code. There are multiple causes for this: Package not lowercase. Wrong zip structure. Wrong ResourceLocation use (since it is custom model rendering).
  15. Look for the vanilla frames as an example. They are handled by ItemHangingEntity and EntityHanging (EntityItemFrame).
  16. EntityItem is an entity, so you spawn it into the world (server side).
  17. BlockFlower ?
  18. Depends on when you want the actions to be done. But yes, straight forward approach is to run a for loop on the player inventory slots.
  19. I would just use an EntityItem. That will call all needed rendering. The pedestal would simply need to reset the timer so that it doesn't despawn.
  20. Maybe your code is too simple. I am not sure that isCollidedHorizontally would be true if the entity is only going up or down. Which would mean that fallDistance is not set to 0.
  21. try with if (i1 > 0 && i1 < 256) { k1 = par1World.getBlockId(l1, i1, j1);
  22. The setHardness method wouldn't work on multiplayer since many people can hit many blocks at the same time. Consider using ItemInWorldManager fields and reset the breaking flags for the player.
  23. To use VersionCheckHandler annotation, you must have a @NetworkMod and put it in the same class, with a public method accepting a String as only argument. See NetworkModHandler class for details on how it work.

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