Jump to content

Recommended Posts

Posted

Just a list of possible events that would allow more freedom while making mods

 

- ItemBobbingEvent

    Located in EntityRenderer

 

	private void setupViewBobbing(float par1)
{
	if (this.mc.renderViewEntity instanceof EntityPlayer)
	{
		EntityPlayer entityplayer = (EntityPlayer)this.mc.renderViewEntity;
		float f1 = entityplayer.distanceWalkedModified - entityplayer.prevDistanceWalkedModified;
		float f2 = -(entityplayer.distanceWalkedModified + f1 * par1);
		float f3 = entityplayer.prevCameraYaw + (entityplayer.cameraYaw - entityplayer.prevCameraYaw) * par1;
		float f4 = entityplayer.prevCameraPitch + (entityplayer.cameraPitch - entityplayer.prevCameraPitch) * par1;
		if(!MinecraftForge.EVENT_BUS.post(new ItemBobbingEvent(entityplayer, f1, f2, f3, f4, par1)))
		{
			GL11.glTranslatef(MathHelper.sin(f2 * (float)Math.PI) * f3 * 0.5F, -Math.abs(MathHelper.cos(f2 * (float)Math.PI) * f3), 0.0F);
			GL11.glRotatef(MathHelper.sin(f2 * (float)Math.PI) * f3 * 3.0F, 0.0F, 0.0F, 1.0F);
			GL11.glRotatef(Math.abs(MathHelper.cos(f2 * (float)Math.PI - 0.2F) * f3) * 5.0F, 1.0F, 0.0F, 0.0F);
			GL11.glRotatef(f4, 1.0F, 0.0F, 0.0F);
		}
	}
}

 

would be used for custom item bobbing (such as swords moving more realistically)

 

- OrientCameraEvent

    Located in EntityRenderer

 

	private void orientCamera(float par1)
{
	EntityLivingBase entitylivingbase = this.mc.renderViewEntity;
	float f1 = entitylivingbase.yOffset - 1.62F;
	double d0 = entitylivingbase.prevPosX + (entitylivingbase.posX - entitylivingbase.prevPosX) * (double)par1;
	double d1 = entitylivingbase.prevPosY + (entitylivingbase.posY - entitylivingbase.prevPosY) * (double)par1 - (double)f1;
	double d2 = entitylivingbase.prevPosZ + (entitylivingbase.posZ - entitylivingbase.prevPosZ) * (double)par1;
	GL11.glRotatef(this.prevCamRoll + (this.camRoll - this.prevCamRoll) * par1, 0.0F, 0.0F, 1.0F);

	if (entitylivingbase.isPlayerSleeping())
	{
		f1 = (float)((double)f1 + 1.0D);
		GL11.glTranslatef(0.0F, 0.3F, 0.0F);

		if (!this.mc.gameSettings.debugCamEnable)
		{
			ForgeHooksClient.orientBedCamera(mc, entitylivingbase);
			GL11.glRotatef(entitylivingbase.prevRotationYaw + (entitylivingbase.rotationYaw - entitylivingbase.prevRotationYaw) * par1 + 180.0F, 0.0F, -1.0F, 0.0F);
			GL11.glRotatef(entitylivingbase.prevRotationPitch + (entitylivingbase.rotationPitch - entitylivingbase.prevRotationPitch) * par1, -1.0F, 0.0F, 0.0F);
		}
	}
	else if(MinecraftForge.EVENT_BUS.post(new OrientCameraEvent(entitylivingbase, f1, d0, d1, d2, par1)))
	{
		;
	}
                ...

 

Used for interesting movements in the viewpoint camera (such as combat jolting/landing jolt)

 

- SetupFogEvent / UpdateFogColorEvent

    Located in EntityRenderer

 

private void updateFogColor(float par1)
{
	WorldClient worldclient = this.mc.theWorld;
	EntityLivingBase entitylivingbase = this.mc.renderViewEntity;
	float f1 = 1.0F / (float)(4 - this.mc.gameSettings.renderDistance);
	f1 = 1.0F - (float)Math.pow((double)f1, 0.25D);
	Vec3 vec3 = worldclient.getSkyColor(this.mc.renderViewEntity, par1);
	float f2 = (float)vec3.xCoord;
	float f3 = (float)vec3.yCoord;
	float f4 = (float)vec3.zCoord;
	Vec3 vec31 = worldclient.getFogColor(par1);
	this.fogColorRed = (float)vec31.xCoord;
	this.fogColorGreen = (float)vec31.yCoord;
	this.fogColorBlue = (float)vec31.zCoord;
	float f5;

	if (this.mc.gameSettings.renderDistance < 2)
	{
		Vec3 vec32 = MathHelper.sin(worldclient.getCelestialAngleRadians(par1)) > 0.0F ? worldclient.getWorldVec3Pool().getVecFromPool(-1.0D, 0.0D, 0.0D) : worldclient.getWorldVec3Pool().getVecFromPool(1.0D, 0.0D, 0.0D);
		f5 = (float)entitylivingbase.getLook(par1).dotProduct(vec32);
                        ...
	if (this.mc.gameSettings.anaglyph)
	{
		f9 = (this.fogColorRed * 30.0F + this.fogColorGreen * 59.0F + this.fogColorBlue * 11.0F) / 100.0F;
		f10 = (this.fogColorRed * 30.0F + this.fogColorGreen * 70.0F) / 100.0F;
		float f11 = (this.fogColorRed * 30.0F + this.fogColorBlue * 70.0F) / 100.0F;
		this.fogColorRed = f9;
		this.fogColorGreen = f10;
		this.fogColorBlue = f11;
	}

	UpdateFogColorEvent event = new UpdateFogColorEvent(fogColorRed, fogColorGreen, fogColorBlue, par1, mc);
	MinecraftForge.EVENT_BUS.post(event);
	fogColorRed = event.fogColorRed;
	fogColorGreen = event.fogColorGreen;
	fogColorBlue = event.fogColorBlue;

	GL11.glClearColor(this.fogColorRed, this.fogColorGreen, this.fogColorBlue, 0.0F);
}

 

 

private void setupFog(int par1, float par2)
{
	EntityLivingBase entitylivingbase = this.mc.renderViewEntity;
	boolean flag = false;

	if (entitylivingbase instanceof EntityPlayer)
	{
		flag = ((EntityPlayer)entitylivingbase).capabilities.isCreativeMode;
	}

	if (par1 == 999)
	{
		GL11.glFog(GL11.GL_FOG_COLOR, this.setFogColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
		GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
		GL11.glFogf(GL11.GL_FOG_START, 0.0F);
		GL11.glFogf(GL11.GL_FOG_END, 8.0F);

		if (GLContext.getCapabilities().GL_NV_fog_distance)
		{
			GL11.glFogi(34138, 34139);
		}

		GL11.glFogf(GL11.GL_FOG_START, 0.0F);
	}
	else
	{
		GL11.glFog(GL11.GL_FOG_COLOR, this.setFogColorBuffer(this.fogColorRed, this.fogColorGreen, this.fogColorBlue, 1.0F));
		GL11.glNormal3f(0.0F, -1.0F, 0.0F);
		GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
		int j = ActiveRenderInfo.getBlockIdAtEntityViewpoint(this.mc.theWorld, entitylivingbase, par2);
		float f1;
		if (entitylivingbase.isPotionActive(Potion.blindness))
		{
                         ...
else if (this.cloudFog)
		{
			GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);
			GL11.glFogf(GL11.GL_FOG_DENSITY, 0.1F);
		}
		else if(MinecraftForge.EVENT_BUS.post(new SetupFogEvent(this.farPlaneDistance, par1, par2, mc)))
		{
			;
		}
		else if (j > 0 && Block.blocksList[j].blockMaterial == Material.water)
		{
			GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);

			if (entitylivingbase.isPotionActive(Potion.waterBreathing))
			{
				GL11.glFogf(GL11.GL_FOG_DENSITY, 0.05F);
			}
			else
			{
				GL11.glFogf(GL11.GL_FOG_DENSITY, 0.1F - (float)EnchantmentHelper.getRespiration(entitylivingbase) * 0.03F);
			}
		}
		else if (j > 0 && Block.blocksList[j].blockMaterial == Material.lava)
		{
			GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);
			GL11.glFogf(GL11.GL_FOG_DENSITY, 2.0F);
		}

 

Used for changing distance of fog in situations / color (such as having a blizzard with a closer fog line)

 

- WeatherEvent

    Located in World

 

public void updateWeatherBody()
    {
        if (!this.provider.hasNoSky)
        {
        	if(MinecraftForge.EVENT_BUS.post(new WeatherEvent(this)))
        	{
        		return;
        	}
            int i = this.worldInfo.getThunderTime();

            if (i <= 0)
            {
                if (this.worldInfo.isThundering())
                {
                    this.worldInfo.setThunderTime(this.rand.nextInt(12000) + 3600);
                }
                else
                {
                    this.worldInfo.setThunderTime(this.rand.nextInt(168000) + 12000);
                }
            }
            else
            {
                --i;
                this.worldInfo.setThunderTime(i);

                if (i <= 0)
                {
                    this.worldInfo.setThundering(!this.worldInfo.isThundering());
                }
            }

 

 

Also, a hook for mod options for ingame changes, a hook for custom dimension loading screens, and finally a way to create 3D gui's would be nice. (I have the mod options files already, working on custom dimension loading screen code as well. The 3D gui's may be a little complicated but I can get that done.)

 

I didn't really bother to sugar coat the whole thing, but I can certainly explain anything on this post. If possible, it would be very useful to have these events/hooks inside minecraft forge instead of creating my own separate api that really has no point.

Thank you

Posted

How about PlayerWakeUpEvent - pretty self-explanatory, but currently I use LivingUpdateEvent to check if the player is fully asleep instead.

 

InventorySlotClick event would be useful for intercepting inventory interactions, for example if you have a spell that creates magic armor that you don't want the player to be able to remove or that destroys itself if clicked.

Posted

Well I have just finished a Slot Render Event, but couldn't you just use the container.java method of slotClick for the SlotClickEvent? Also, thanks for the PlayerWakingEvent Idea! If anyone could tell me how to do a pr (noob at github) then that would be awesome!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The game crashed whilst unexpected error Error: net.minecraftforge.fml.ModLoadingException: Advanced Mining Dimension (mining_dimension) encountered an error during the done event phase
    • Here is the end of the log. it was way too big to put in pastebin, but I started from when I was online and everything was fine. Error should be in here: https://pastebin.com/Sdhdq593
    • Update: I stand corrected as I was able to dig up a relevant log from my earlier testing which highlights the overall issue but does not explain how to solve it. See, Diagnostic Logs for pack.mcmeta not found: https://pastebin.com/LXS8Rtna
    • Which mod was this? What are all the mods that were in use? It will help if enough information to replicate the problem is available.
    • I have been attempting to create a supplementary resource pack with Patchouli in order to add back the guidebook for Better End but unfortunately in every prototype I have made pack.mcmeta and my resource pack are not recognized. I have tested both zipped and unzipped and either way curseforge does not recognize my resource pack as existing. For testing I stripped my pack down to just the pack.mcmeta file and two empty folders labelled data and assets and I know the data folder is not the problem as firstly my first attempts just had an assets folder following Patchouli instructions and data came later in my flailing attempts to make anything in my pack work. The mcmeta file is not recognized whether or not I use this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } "language": { "en_US": { "name": "English", "region": "United States" } } } ,or this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } } I have made sure to only use lowercase and the pack folder is named better-end-guide. Is this some magic nonsense from me doing this manually instead of using an IDE or similar tool? Could it be because my files are by default in UTF-8 even though ANSI gives the same results? Is there a specific community secret tool I am supposed to use for zipping or specific settings? I am pulling my hair in distress. Unfortunately as there are no errors involved I lack logs to offer, if that disqualifies this thread please do not be harsh and instead if you can then please direct me to a forum with different rules and sufficiently respectful but knowledgeable as to be of assistance. Most of my experience with the programming community has been poor and so naturally I find myself wary.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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