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poopoodice

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Everything posted by poopoodice

  1. In ClientTickEvent -> check for key bind and is valid (has chorus fruit, is wearing the armour) -> send a packet to the server -> check if it's valid again -> perform tp
  2. MatrixStack, x1, y1, x2, y2, colour
  3. If the code does not even compile, how do you know it's not working? They are final in 1.16.
  4. But if I understand it correctly, the getLookVec returns the normalized vec, means the value of y will affect the distance of x and z.
  5. Well... just simply something like pitch = player.pitch player.pitch = 0 vec = player.getLookVec player.pitch = pitch Should work, I guess.
  6. AbstractClientPlayerEntity#getSkinType (slim/alex, default/steve)
  7. Gets the normalized vector from player's pitch and yaw, so a simple way would be change the pitch to the horizontal value (I think it is 0), get the angle, and then change it back. Otherwise just do some simple trig...
  8. They are loaded upon the class is being used. So you need the "static void register event" there if you are doing this way, but it is not recommended
  9. You can run servers and then execute commands there.
  10. You should check vanilla for examples, essential stuff like these are usually renamed or replaced instead of removed. They are xRot and yRot now.
  11. Check Vanilla usages, it's MobCategory
  12. Subscribe to RenderGameOverlayEvent and cancel correspond types when the current screen is your screen.
  13. If you do it on the server, you can call ServerWorld#getPlayers and then iterate through the collection, sends a message to each player. If this somehow triggers on the client, you need a packet.
  14. Probably something like: goalSelector.getRunningGoals().anyMatch((goal) -> goal.getGoal() instanceof MyGoal)
  15. It's just named differently, but the same method. From what I can see you are saving the player to the block not the tileentity (otherwise new placer will replace old placers!), and Since the placer can be null, this does not make sense, just check for placer instanceof PlayerEntity.
  16. You should check if the entity is moving, not the animation event or whatever it is... (you can check if the previous position is different as the current position) And GoalSelector.getRunningGoals gives you all goals that are currently executing.
  17. You can override setPlaceBy in your block class, and then save the placer to the te there (the placer can be other entities, or null!)
  18. You need some condition checking here, e.g. if walking add walk animation, and only add eating animation when eating... etc
  19. You should be able to find error messages that tells where went wrong.
  20. The readString you are using is client only, you should use the one that takes an int as its argument. Have you register you packet?
  21. I would filter through all entities, from ServerWorld#getEntities
  22. ServerLifecycleHooks.getCurrentServer() Should be it

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