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Featured Replies

Posted

Put simply, the interact and attackEntityFrom methods appear to never be called.

 

public class EntityMagicBuffer extends Entity implements IMagicEnergyProvider
{
protected float storedEnergy;

public EntityMagicBuffer(World world)
{
	super(world);
	setSize(1, 1);
}

@Override
public boolean doesEntityNotTriggerPressurePlate()
{
	return true;
}

@Override
public boolean canBeCollidedWith()
{
	return false;
}

@Override
public AxisAlignedBB getBoundingBox()
{
	return boundingBox;
}

@Override
public AxisAlignedBB getCollisionBox(Entity par1Entity)
{	// TODO Auto-generated method stub
	return boundingBox;
}

@Override
public void onEntityUpdate()
{
	worldObj.spawnParticle("magiccrit", posX, posY, posZ, 0, 0, 0);

	super.onEntityUpdate();
}

@Override
public boolean interact(EntityPlayer par1EntityPlayer)
{
	System.out.println("clicked!");
	return true;
}

@Override
public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
{
	System.out.println("poke!");
	return super.attackEntityFrom(par1DamageSource, par2);
}

@Override
protected void entityInit()
{

}

        [... other code relating purely to my interface ...]
}

 

I think it may be a bounding box related issue since arrows fly straight through the entity, although using F3+B still makes it show the bounding box I was expecting.

 

EDIT: as a most likely unrelated problem, the entity appears to sometimes glitch up/down about half a block, (but always remaining in one of the two up/down states, never going any further)

 

EDIT2: making canBeCollidedWith() return true fixed it entirely, the getBoundingBox() and getCollisionBox() functions can freely return null without preventing this.

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