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Posted

Hello, Mr./Ms.

My current requirement is to perform some behavior if the player's oxygen value decreases and some other behavior if the player's oxygen increases.

I didn't find an event that `listened to the player's oxygen value` change, so I used `TickEvent.ClientTickEvent` to try to listen to each player's oxygen change per tick.

I tried to get the instance of the player using `getEntity` and looked for methods related to oxygen in it, I found `getAirSupply` and `setAirSupply` methods.

These two methods do allow me to modify the player's oxygen, but if the player is in air, minecraft automatically restores 1 oxygen per tick, and when flooded, minecraft makes the player consume 1 oxygen per tick.

If I want my Mod to rigorously reduce the player's oxygen based on my conditions, can I just calculate and write multiple `if` judgments to rigorously reduce the player's oxygen?

Or does `forge` provide a way to cancel the `oxygen consumed/increased` event? Like canceling the injury event.

Addendum: What I said about strictly consuming the player's oxygen is the behavior of my Mod.

For example, I need to consume 3 oxygen per tick, but if the player is in air, the player will only actually consume 2 oxygen.

And if I need to regain 4 oxygen per tick, but if the player is in water, the player will actually only regain 3 oxygen.

Posted

You definitely need to be doing this on the server, not the client.

AFAIK there is no oxygen used event, so you will have to use a tick event. I would suggest using a capability to store the previous air level, and comparing it each tick.

Looking at LivingEntity#increaseAirSupply and LivingEntity#decreaseAirSupply you can see exactly how the air supply is replenished, the actual replenishing or losing is done in LivingEntity#baseTick.

Entity#setAirSupply is public, so you can set that to whatever you wish in order to update the vanilla bubbles rendering. Remember to check for the maxAirSupply, and if applicable the enchantments/effects on the player.

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