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poopoodice

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Everything posted by poopoodice

  1. All 3 does the same thing (sort of)
  2. 1. There's "relaod button" on the gradle panel (mine is located on the upper right side). 2. Or in the "search everywhere" type "Reload All Gradle Projects" 3. Or close the IDE, delete .idea folder, and re-import the project.
  3. Did you had a look at the link to the Forge doc I attached?
  4. They are private, and that explains why your IDE can't "find" it. If you navigate to the class you should see them, and in this case they probably made it visible (public) by using access transformers.
  5. It makes sense if it's done by access transformers.
  6. It depends on what type of registry you want to use.
  7. Hi, in 1.18 when saving your TE/BEs you should be using saveAdditional instead of save like what Vanilla does, since the latter is not always called and is only being used to store essential data... It can be a huge problem when porting your older mod to the latest version as all TE/BEs will lose their data. Took me a while to find the problem and I think it may be helpful for those who faces similar issues.
  8. You should on spawn/remove entities on servers. ForgeRegistries.ENTITIES.getValues() provides registered entities.
  9. You can reset player's active hand as an alternative way.
  10. Not quite sure what exactly you want to do, but I would save a block pos instead of those.
  11. You need to show more info... But my assumption is you are calling client side only stuff (Minecraft class) from common place (Main class)
  12. Because in 1.16 it checks for isServerWorld(), after that 1.17+ it checks isEffectiveAi()
  13. You remove the check, the client logic starts to run. You remove the implementation of isEffectiveAi(), the game will not crash.
  14. Ok so first if (level.getServer() != null) { super.tick(); if (time < cooldown) time++; } The null check needs to be removed, so the vanilla logic can be performed. Secondly @Override public boolean isEffectiveAi() { return true; } Any reason you override this? It should only return true if it's on server only.
  15. It will always return null if it's on client, therefore you are stopping any client logic from happening at all. Can you show more of your code? Like the whole entity class.
  16. How do you know it's the attributes' problem? For me it sounds more like it's not ticking. (maybe forgot to call super, or the server is frozen.) Btw you're on the wrong sub forum
  17. Catch up with the last topic with rendering, this is something that I took a while to learn from nothing to this stage. (I only shoot from right side) public static List<Pair<BlockRayTraceResult, Float>> rayTraceAndPenetrateBlocks4(World world, List<Vector3d> vecs, float health, Function<BlockState, Float> getHealthReduction) { List<Pair<BlockRayTraceResult, Float>> results = new ArrayList<>(); if (vecs.isEmpty()) return results; Vector3d startVec = vecs.get(0); for (int i=0;i<vecs.size()-1;i++) { Vector3d vec = vecs.get(i); Vector3d next = vecs.get(i + 1); BlockPos pos = new BlockPos(vec); BlockPos pos2 = new BlockPos(next); BlockState blockstate = world.getBlockState(pos); BlockState blockstate2 = world.getBlockState(pos2); if (blockstate.getBlock() instanceof BarrierBlock && blockstate2.getBlock() instanceof BarrierBlock) continue; VoxelShape blockShape = blockstate.getCollisionShape(world, pos, ISelectionContext.dummy()); VoxelShape blockShape2 = blockstate2.getCollisionShape(world, pos2, ISelectionContext.dummy()); BlockRayTraceResult blockResult; boolean empty = blockShape.isEmpty() || blockShape.toBoundingBoxList().stream().noneMatch((bb) -> bb.offset(pos).contains(vec)); boolean empty2 = blockShape2.isEmpty() || blockShape2.toBoundingBoxList().stream().noneMatch((bb) -> bb.offset(pos2).contains(next)); if ((isRayTraceIgnorableBlock(blockstate, blockShape) && isRayTraceIgnorableBlock(blockstate2, blockShape2))) continue; if (empty && !empty2) blockResult = world.rayTraceBlocks(vec, next, pos2, blockShape2, blockstate2); else if (!empty && empty2) blockResult = world.rayTraceBlocks(next, vec, pos, blockShape, blockstate); else blockResult = world.rayTraceBlocks(vec, next, pos, blockShape, blockstate); if (blockResult != null) { health -= getHealthReduction.apply(blockstate); results.add(new Pair<>(blockResult, (float) startVec.distanceTo(blockResult.getHitVec()))); if (health <= 0) break; } } return results; } public static List<Vector3d> getAllVectors2(Vector3d startVec, Vector3d endVec, int distance) { List<Vector3d> vecs = new ArrayList<>(); Vector3d step = endVec.subtract(startVec).normalize(); int rayTraceCount = 20; for (int i=0;i<distance;i++) for (int j=0;j<rayTraceCount;j++) vecs.add(startVec.add(step.scale(i).add(step.scale((float) j / (float) rayTraceCount)))); return vecs; } The vecs passed into the first method comes from the second method. The concept is to gather a collection of vectors, and the do ray trace between each of them. The first method can be a lot more simplified but not on my case since I also do entity penetrations, with damage calculations...etc. Anyways, if you only do normal raytracing what you will get will be something like: Black Block represents a solid block Gray Block represents air or empty shaped block Green dots represents the positions we ray trace between. Blue dots represents the ray trace hit result. As you can see, the ray trace hit will not (unlikely) hit the surface when coming out of a block, therefore we need to detect the situation and ray trace back wards: So we get the "entering" and "exiting" points. Here comes the rendering part once again, once you have let the client know where is hit you can perform the rendering based on the ray trace result. private static void renderObjectAt(Minecraft minecraft, EnvironmentObjectEffect object, World world, MatrixStack stack, float size, float offsetScale, ResourceLocation texture) { Vector3d vec = object.getVec(); stack.push(); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)) > 100.0F) return; stack.translate(x, y, z); Direction direction = object.getDirection(); if (direction != null) { Vector3i offset = direction.getDirectionVec(); stack.translate(offset.getX() * offsetScale, offset.getY() * offsetScale, offset.getZ() * offsetScale); rotateByDirection(stack, direction); } else { stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); } if (object.doBlend()) { Color colour = new Color(world.getBlockState(object.getPos()).getMaterialColor(world, object.getPos()).colorValue); RenderSystem.color4f(colour.getRed() / 255.0F, colour.getGreen() / 255.0F, colour.getBlue() / 255.0F, object.getTransparency()); } AVAClientUtil.blit(stack, texture, -size, -size, size, size); RenderSystem.color4f(1.0F, 1.0F, 1.0f, 1.0F); stack.pop(); } direction is facing from the BlockRayTraceResult, and doBlend is true so it will look better with the block behind it. The offset is required otherwise it will be on the same level with the block, the offset scale is a small number so there will not be an obvious gap between the wall and the texture object, the scale also prevents multiple objects overlap, for example when I have multiple "renderable objects": for (EnvironmentObjectEffect bulletHole : AVACommonUtil.cap(world).getBulletHoles()) renderObjectAt(minecraft, bulletHole, world, stack, 0.075F, 0.01F, BULLET_HOLE); for (EnvironmentObjectEffect blood : AVACommonUtil.cap(world).getBloods()) renderObjectAt(minecraft, blood, world, stack, 0.525F, 0.011F, BLOOD); for (EnvironmentObjectEffect knifeHole : AVACommonUtil.cap(world).getKnifeHoles()) renderObjectAt(minecraft, knifeHole, world, stack, 0.095F, 0.0105F, KNIFE_HOLE); for (EnvironmentObjectEffect grenadeMark : AVACommonUtil.cap(world).getGrenadeMarks()) renderObjectAt(minecraft, grenadeMark, world, stack, 2.5F, 0.075F, GRENADE_MARK); bullet hole < knife hole < blood < grenade mark (level) Red Image
  18. Hi, this article is more of a experience sharing instead of a tutorial, the code themselves should be self-explanatory, and the way I do things may not be the best practice, or most efficient. Product: I started with the textures, we need the textures/icons that are being rendered to the world, and the ones for the UI. The blue textures are used when the option is hovered. Then, we need to find out where the mouse is at and which one is selected, we can check the distance and angle from the screen center and decide which part it is on: private int getHoveringType(Minecraft minecraft) { double mX = minecraft.mouseHelper.getMouseX(); double mY = minecraft.mouseHelper.getMouseY(); double actualW = minecraft.getMainWindow().getWidth() / 2.0F; double actualH = minecraft.getMainWindow().getHeight() / 2.0F; double mX2 = mX - actualW; double mY2 = mY - actualH; double angle = AVAWeaponUtil.getAngleFromCoord(mX2, -mY2) + 30; if (Math.sqrt(mX2 * mX2 + mY2 * mY2) <= 15 * minecraft.getMainWindow().getGuiScaleFactor()) return -1; if (angle > 360 || angle <= 60) return 0; return ((int) angle / 60); } public static double getAngleFromCoord(double x, double y) { double angle; angle = abs(atan2(x, y) * 180.0D / PI); if (x < 0) angle = 360 - angle; return angle; } In this case the angle is 60 because 360 / 6 options = 60, and if the mouse is within radius of 15 from the screen center then no action is performed (-1) And then the rendering can be done. @Override public void render(Minecraft minecraft, PlayerEntity player, MatrixStack stack, IPlayerAction capability, float screenWidth, float screenHeight) { float x = screenWidth / 2.0F; float y = screenHeight / 2.0F; float size = 60; int type = getHoveringType(minecraft); AVAClientUtil.blit(stack, type == -1 ? UI_BG_LIT : UI_BG, x - size, y - size, x + size, y + size); for (int i = 0; i < 6; i++) { stack.push(); stack.translate(x, y, 0.0F); stack.rotate(Vector3f.ZP.rotationDegrees(i * 60)); stack.translate(-x, -y, 0.0F); AVAClientUtil.blit(stack, type == i ? UI_BG_2_LIT : UI_BG_2, x - size, y - size, x + size, y + size); stack.pop(); } AVAClientUtil.blit(stack, UI_BG_ICON_LAYER, x - size, y - size, x + size, y + size); } public static void blit(MatrixStack stack, @Nullable ResourceLocation texture, float x1, float y1, float x2, float y2) { if (texture != null) Minecraft.getInstance().getTextureManager().bindTexture(texture); Matrix4f matrix = stack.getLast().getMatrix(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); bufferbuilder.pos(matrix, x1, y2, 0.0F).tex(0.0F, 1.0F).endVertex(); bufferbuilder.pos(matrix, x2, y2, 0.0F).tex(1.0F, 1.0F).endVertex(); bufferbuilder.pos(matrix, x2, y1, 0.0F).tex(1.0F, 0.0F).endVertex(); bufferbuilder.pos(matrix, x1, y1, 0.0F).tex(0.0F, 0.0F).endVertex(); tessellator.draw(); } If the type is -1, then the circle at the center use the blue texture. Otherwise if the type equals the index of the option, it uses the blue texture (or just use RenderSystem.color4f). By rotating an identical texture we don't need to have 6 different textures for each option. public static boolean ACTIVE = false; public static Vector3d VEC = null; @Override public void tick(Minecraft minecraft, PlayerEntity player) { if (minecraft.isGameFocused() && minecraft.currentScreen == null && AVAClientConfig.ENABLE_PING_HOTKEY.get()) { if (AVAClientUtil.middleMouseDown()) { if (!ACTIVE) { Vector3d eye = AVAWeaponUtil.getEyePositionFor(player); BlockRayTraceResult result = player.world.rayTraceBlocks(new RayTraceContext(eye, eye.add(player.getLookVec().scale(100.0F)), RayTraceContext.BlockMode.VISUAL, RayTraceContext.FluidMode.NONE, player)); if (result.getType() != RayTraceResult.Type.MISS) { ACTIVE = true; minecraft.mouseHelper.ungrabMouse(); if (minecraft.gameSettings.keyBindPickBlock.getKey().getKeyCode() == GLFW.GLFW_MOUSE_BUTTON_MIDDLE) AVAClientUtil.unpressKeybind(minecraft.gameSettings.keyBindPickBlock); VEC = result.getHitVec(); } } } else { int type = getHoveringType(minecraft); if (ACTIVE && VEC != null && type != -1) AVAPackets.INSTANCE.sendToServer(new PingMessage(VEC, ActivePingEffect.Type.values()[type])); reset(minecraft); } } else reset(minecraft); } If player's focusing, the middle mouse is down, then we check if there's terrain (block) in player's sight within 100 blocks, if not, reset the vec, regrab the mouse and set active to false. MouseHelper#ungrabMouse call allows players to move mouse around the screen. Once we have the VEC set (where the ping will occur), we can render a line between the center of the screen and the ping location. (White line) { ActiveRenderInfo info = minecraft.gameRenderer.getActiveRenderInfo(); Vector3f view = info.getViewVector(); Vector3d vec = info.getProjectedView().add(view.getX(), view.getY(), view.getZ()); drawLine(stack, (float) vec.x, (float) vec.y, (float) vec.z, (float) pingVec.x, (float) pingVec.y, (float) pingVec.z, 255, 255, 255, 1.0F) } public static void drawLine(MatrixStack stack, float x1, float y1, float z1, float x2, float y2, float z2, int r, int g, int b, float a) { AVAClientUtil.drawTransparent(true); IRenderTypeBuffer.Impl impl = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); IVertexBuilder builder = impl.getBuffer(RenderType.LINES); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); stack.push(); stack.translate(-view.x, -view.y, -view.z); Matrix4f matrix = stack.getLast().getMatrix(); builder.pos(matrix, x1, y1, z1).color(r, g, b, (int) (a * 255.0F)).endVertex(); builder.pos(matrix, x2, y2, z2).color(r, g, b, (int) (a * 255.0F)).endVertex(); stack.pop(); impl.finish(); AVAClientUtil.drawTransparent(false); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); } If you did not add the look offset to the camera position it will not be visible. Then we send a packet to the server to notify all other players that I've ping the location. Once players receives the location of the pings, it's time to render them. RenderSystem.disableDepthTest(); AVAClientUtil.drawTransparent(true); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); Vector3d vec = activePing.getVec(); double distance = activePing.getVec().distanceTo(view); if (distance > 100.0F) continue; renderObjectAt(minecraft, activePing, world, stack, (float) (distance / 20.0F), 0.0F, activePing.getTexture()); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); stack.push(); stack.translate(x, y, z); stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); float size = (float) (distance / 200.0F); stack.scale(size, size, size); IRenderTypeBuffer.Impl impl = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); String text = AVACommonUtil.round(distance, 2) + "m"; minecraft.fontRenderer.func_243247_a(new StringTextComponent(text), -minecraft.fontRenderer.getStringWidth(text) / 2.0F, 10, AVAConstants.AVA_HUD_TEXT_WHITE, false, stack.getLast().getMatrix(), impl, true, 0, 15728880); impl.finish(); stack.pop(); private static void renderObjectAt(Minecraft minecraft, EnvironmentObjectEffect object, World world, MatrixStack stack, float size, float offsetScale, ResourceLocation texture) { Vector3d vec = object.getVec(); stack.push(); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)) > 100.0F) return; stack.translate(x, y, z); Direction direction = object.getDirection(); if (direction != null) { Vector3i offset = direction.getDirectionVec(); stack.translate(offset.getX() * offsetScale, offset.getY() * offsetScale, offset.getZ() * offsetScale); rotateByDirection(stack, direction); } else { stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); } if (object.doBlend()) { Color colour = new Color(world.getBlockState(object.getPos()).getMaterialColor(world, object.getPos()).colorValue); RenderSystem.color4f(colour.getRed() / 255.0F, colour.getGreen() / 255.0F, colour.getBlue() / 255.0F, object.getTransparency()); } AVAClientUtil.blit(stack, texture, -size, -size, size, size); RenderSystem.color4f(1.0F, 1.0F, 1.0f, 1.0F); stack.pop(); } In the code I change the size of the object according to the distance ( (distance / 20.0F) ), so the object will stay at similar size no matter the distance between them, and so does the text size. The direction is always null, and doBlend is false. They are used in my other renderings.
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  19. It's an event, when triggered your listener will be notified.
  20. It's still there with the same name, if you are using 1.16 MCP mappings. Otherwise it will be AbstractContainerMenu#getCarried.
  21. Hi, I would like to know if it's possible to render the glowing effect with depth test so it won't be visible through walls? Should I implement my own render type buffer? Thanks! I need to change my phrase a bit, since glowing effect is rendered in a separate buffer zone is there a way to render my own effect, or change it so they somehow use the same one?
  22. Maybe use Block overlays?
  23. Check BlockColors.
  24. Use layers on player renderer.
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