Jump to content

I'm trying to find out in which slot the player holds the item I need, but nothing happens


Salatosik

Recommended Posts

@Override
    public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer entityPlayer) {
        for(int i = 0; i < entityPlayer.inventory.mainInventory.length; i++) {
            if(entityPlayer.inventory.mainInventory[i].getItem().equals(this)) {
                entityPlayer.inventory.setInventorySlotContents(i, null); // removing the first available bag of resources
                entityPlayer.inventory.setInventorySlotContents(i, new ItemStack(RandomItems.giveItemForPlayer(RandomItems.LEGENDARY_ITEMS)));
                break;
            }
        }
        return super.onItemRightClick(itemStack, world, entityPlayer);
    }

A huge disadvantage is that if the player actually keeps the bag at the end of the inventory (by index) and if on the way to the end of the inventory the loop encounters the same bag, it will replace the name of the first hit

Edited by Salatosik
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • A friend found this code, but I don't know where. It seems to be very outdated, maybe from 1.12? and so uses TextureManager$loadTexture and TextureManager$deleteTexture which both don't seem to exist anymore. It also uses Minecraft.getMinecraft().mcDataDir.getCanonicalPath() which I replaced with the resource location of my texture .getPath()? Not sure if thats entirely correct. String textureName = "entitytest.png"; File textureFile = null; try { textureFile = new File(Minecraft.getMinecraft().mcDataDir.getCanonicalPath(), textureName); } catch (Exception ex) { } if (textureFile != null && textureFile.exists()) { ResourceLocation MODEL_TEXTURE = Resources.OTHER_TESTMODEL_CUSTOM; TextureManager texturemanager = Minecraft.getMinecraft().getTextureManager(); texturemanager.deleteTexture(MODEL_TEXTURE); Object object = new ThreadDownloadImageData(textureFile, null, MODEL_TEXTURE, new ImageBufferDownload()); texturemanager.loadTexture(MODEL_TEXTURE, (ITextureObject)object); return true; } else { return false; }   Then I've been trying to go through the source code of the reload resource packs from minecraft, to see if I can "cache" some data and simply reload some textures and swap them out, but I can't seem to figure out where exactly its "loading" the texture files and such. Minecraft$reloadResourcePacks(bool) seems to be mainly controlling the loading screen, and using this.resourcePackRepository.reload(); which is PackRepository$reload(), but that function seems to be using this absolute confusion of a line List<String> list = this.selected.stream().map(Pack::getId).collect(ImmutableList.toImmutableList()); and then this.discoverAvailable() and this.rebuildSelected. The rebuild selected seemed promising, but it seems to just be going through each pack and doing this to them? pack.getDefaultPosition().insert(list, pack, Functions.identity(), false); e.g. putting them into a list of packs and returning that into this.selected? Where do the textures actually get baked/loaded/whatever? Any info on how Minecraft reloads resource packs or how the texture manager works would be appreciated!
    • This might be a long shot , but do you remember how you fixed that?
    • Yeah, I'll start with the ones I added last night.  Wasn't crashing until today and wasn't crashing at all yesterday (+past few days since removing Cupboard), so deductive reasoning says it's likeliest to be one of the new ones.  A few horse armor mods and a corn-based add-on to Farmer's Delight, the latter which I hope to keep - I could do without the horse armor mods if necessary.  Let me try a few things and we'll see. 
    • Add crash-reports with sites like https://mclo.gs/ Add this mod: https://www.curseforge.com/minecraft/mc-mods/packet-fixer/files/5416165
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.