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Posted

First of all, I know editing base classes is highly discouraged.

The problem is I started writing my mod using only MCP in 2012, somewhere at the start of 2013 I started using forge but I still have problems achieving the same results without editing base classes.

I will try to list the goals:

 

Is there a ResourcePackChangeEvent?

I would like to get notified when the user selects a new resource pack so I can validate that it does not contain transparent textures.

At the moment I hooked my function in the ResourcePackRepository class in the func_110615_a function ;)

 

Is there a hook for passSpecialRender in RendererLivingEntity?

I am changing how the nametag is rendered above entities, is replacing the class via reflection the way to go?

 

Is there a KeyPress Event?

This one should be really simple but I am blind or stupid, currently using the KeyBinding class.

 

 

I have a lot of other tasks but I guess I would be able to figure them out if someone can help me get started.

This article seems to be very related:

http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/

Is replacing methods and classes using ASM the best?

 

Thank you for reading and hopefully not banning me from the forums because of editing base classes ;)

Greetings,

Zelnehlun

Posted

1. Client ticks, cache the current ressource pack and check it against every so often.

2. RenderLivingEvent.Specials events

3. KeyHandler for ease of use, Keyboard class for more advanced purposes.

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