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Draco18s

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Everything posted by Draco18s

  1. That's because "save" and "load" events have nothing to do with where the player is or what they're doing. That's ChunkEvent.Load and ChunkEvent.Unload , but those events don't give you access to the chunk NBT data.
  2. Uh huh. Because every decorator gets its own Decorate event. There should only be 1 pre and 1 post, though.
  3. I would not spawn a light-emitting block for a mere 2 ticks. It will look awful.
  4. @SubscribeEvent public void chunkLoad(ChunkDataEvent.Load event) { NBTTagCompound nbt = event.getData(); }
  5. That is not how you compare strings.
  6. config.get("CATEGORY", "NAME", defaultValue).getXXX() ? Where XXX is a type config.get("CATEGORY", "NAME", defaultValue).setXXX(newValue) ? Where XXX is a type config.get("CATEGORY", "NAME", defaultValue).getXXX() ? Where XXX is an array type (StringArray, IntArray...)
  7. if (world.isRemote) { That's client side.
  8. I haven't used it TBH. I just googled around.
  9. No, those work different, because they are vanilla. Right, because Vanilla. God damn inventories always being treated different depending on what they are. (seriously, player, zombies, endermen, horses ALL have different inventory systems, wth)
  10. Attacker yaw: 359 Defender yaw: 0 --> code runs, attacker and defender are only 1 degree off, I wonder why.
  11. It's a program option flag you can set when launching Eclipse (either via command line or via a shortcut).
  12. Look at EntityHorse or whatever vanilla calls it. Also the storage minecart.
  13. Check the entity's rotation values and compare to the player's. Particularly rotationYaw.
  14. Yes, it's called DynamicTexture, which is still rendered as a quad with the tessellator. Protip: It is easier to draw a circle with MSPaint and save it as a texture file than to programatically generate the pixel data one pixel at a time.
  15. http://help.eclipse.org/indigo/index.jsp?topic=%2Forg.eclipse.platform.doc.isv%2Freference%2Fmisc%2Fruntime-options.html
  16. Lets see. World generators alter blocks. If blocks are altered client-side, the server overwrites those changes. So yes. Yes they are.
  17. Window -> Show View -> Console
  18. On chunk load: read from chunk NBT if the chunk has never been loaded: find nearest player within (16 * chunkload radius) save this to the chunk NBT
  19. In fact, dimensions are only server side. The client only knows about one world at a time (the overworld is a world the end is a world the nether is a world, every dimension has its own World object and the client only knows about one). Clever workarounds not included.
  20. It's amazing what calling super can do.
  21. Not to mention why we could use a proper web interface to the database... Yes fucking please. There's the CSV files that are local buried inside an app-data folder such that you can only locate them if you know where to look.
  22. Correction: You want to do it on both. If you do it client-side-only then the server will go "hey buddy, you're over here" and rubber band you back. If you do it server-side-only the client will lag-behind and you'll rubber band the other way.
  23. That depends entirely on what, exactly, you're doing. My best guess is that you want a texture file and to draw it with the tessellator.

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