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MaxAnimator

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  1. Thank you!!!! I'll check about data generators and how they work, thanks again!!
  2. The game seems to ignore it. There's no modification made at all when in game; I checked my model and it does work; so it's coming from this piece of code: private void doClientStuff(final FMLClientSetupEvent event) { event.enqueueWork(new Runnable() { public void run() { ItemModelsProperties.registerProperty(Registries.iron_spear.get(), new ResourceLocation("azure:spear_throwing"), (itemstack, clientworld, livingentity) -> { return livingentity != null && livingentity.isHandActive() && livingentity.getActiveItemStack() == itemstack ? 1.0F : 0.0F; }); } }); }
  3. public Azure() { FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff); Registries.init(); MinecraftForge.EVENT_BUS.register(this); } It's here so it should be called
  4. Ok I just got it to work... but it still doesn't do anything. private void doClientStuff(final FMLClientSetupEvent event) { event.enqueueWork(new Runnable() { public void run() { ItemModelsProperties.registerProperty(Registries.iron_spear.get(), new ResourceLocation("azure:spear_throwing"), (itemstack, clientworld, livingentity) -> { return livingentity != null && livingentity.isHandActive() && livingentity.getActiveItemStack() == itemstack ? 1.0F : 0.0F; }); } }); }
  5. What do you mean "under the "minecraft" namespace"? And also how do I use the enqueueWork function?
  6. public Azure() { FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::enqueueWork); Registries.init(); MinecraftForge.EVENT_BUS.register(this); } private void enqueueWork(final FMLClientSetupEvent event) { ItemModelsProperties.registerProperty(Registries.iron_spear.get(), new ResourceLocation("spear_throwing"), (itemstack, clientworld, livingentity) -> { return livingentity != null && livingentity.isHandActive() && livingentity.getActiveItemStack() == itemstack ? 1.0F : 0.0F; }); } Am I doing something wrong? The game launches but seems to ignore it.
  7. Hello again, thanks for the info! I got a problem though... It does that, with that: public ModdedSpearItem(Properties properties) { super(properties); ItemModelsProperties.registerProperty(Registries.iron_spear.get(), new ResourceLocation("spear_throwing"), (itemstack, clientworld, livingentity) -> { return livingentity != null && livingentity.isHandActive() && livingentity.getActiveItemStack() == itemstack ? 1.0F : 0.0F; }); } and that's how my object is registered: public static final RegistryObject<Item> iron_spear = ITEMS.register("iron_spear", () -> new ModdedSpearItem(new Item.Properties().group(Azure.TAB).maxStackSize(1))); You got any idea of what I've done wrong?
  8. Hello there, so I got an item, which can be thrown. The issues is, it's facing the wrong way when doing the charge animation when right click is held. I checked how Mojang did with the trident, they're using an overrides predicate with a special value called "throwing", that updates from 0.0 to 1.0 when the item is being thrown. How could I make my own value just like they did? I checked the wiki but the docs are out of date.
  9. Nevermind IntelliJ or my workspace seemed to be the problem. I switched to eclipse with a fresh workspace and it works just fine now.

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