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Adding a nausea/confusion effect without adding the potion effect


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Posted

[Long  title is long.]

 

As the title says, it is possible to add the nausea effect (the swirly camera screen) without adding the potion effect (the ones on the left of the inventory)?

 

player.timeInPortal += 0.006666667F;

				if (player.timeInPortal > 1.0F)
				{
					player.timeInPortal = 1.0F;
				}

 

Only adds the purple screen overlay.

 

Thanks in advance!

 

~s

Posted

Hi

 

This effect is generated in

EntityRenderer.setupCameraTransform

I don't know of an easy way to do what you want.  If you are feeling brave, I would suggest that you could change this by

 

Creating a new MyEntityRenderer extends EntityRenderer, overwrite Minecraft.entityRenderer with your new myEntityRenderer.  Override setupCameraTransform with a copy of the vanilla method but customise this bit to what you need

 

        f2 = this.mc.thePlayer.prevTimeInPortal + (this.mc.thePlayer.timeInPortal - this.mc.thePlayer.prevTimeInPortal) * par1;

        if (f2 > 0.0F)
        {
            byte b0 = 20;

            if (this.mc.thePlayer.isPotionActive(Potion.confusion))
            {
                b0 = 7;
            }

            float f3 = 5.0F / (f2 * f2 + 5.0F) - f2 * 0.04F;
            f3 *= f3;
            GL11.glRotatef(((float)this.rendererUpdateCount + par1) * (float)b0, 0.0F, 1.0F, 1.0F);
            GL11.glScalef(1.0F / f3, 1.0F, 1.0F);
            GL11.glRotatef(-((float)this.rendererUpdateCount + par1) * (float)b0, 0.0F, 1.0F, 1.0F);
        }

 

With a bit of skill (and luck) I think it should work, although it might not be very robust.  Maybe someone else has a better way, if you find one please let me know!

 

-TGG

Posted

I have the feeling that would be too much for a simple mod. How would I be able to override the class?

 

Thread is still open for anymore answers.

Posted

Use a tickhandler/called every tick and use the effects code it uses to make the affect and then run it. P.S. this is a simple way of thinking its a bit more complicated like how to make it turn on or off.

Posted

Yes, I have thought of using a TickHandler before. The problem is, the screen swaying effect is not as simple as "increase player speed by 2".

 

        f2 = this.mc.thePlayer.prevTimeInPortal + (this.mc.thePlayer.timeInPortal - this.mc.thePlayer.prevTimeInPortal) * par1;

        if (f2 > 0.0F)
        {
            byte b0 = 20;

            if (this.mc.thePlayer.isPotionActive(Potion.confusion))
            {
                b0 = 7;
            }

            float f3 = 5.0F / (f2 * f2 + 5.0F) - f2 * 0.04F;
            f3 *= f3;
            GL11.glRotatef(((float)this.rendererUpdateCount + par1) * (float)b0, 0.0F, 1.0F, 1.0F);
            GL11.glScalef(1.0F / f3, 1.0F, 1.0F);
            GL11.glRotatef(-((float)this.rendererUpdateCount + par1) * (float)b0, 0.0F, 1.0F, 1.0F);
        }

        this.orientCamera(par1);

(As posted earlier)

 

Either that or I'm not thinking this through.

 

Regarding the switching the effect on and off, it is handled by a custom potion effect (which will give the swaying camera, then a bunch of other vanilla potion effects). Why not just use the vanilla Confusion potion effect? Simply because it'll look ugly (having two potion effects added).

Posted

I have not done this myself, so i do not know how to do it, but as a modder i can say, you already have what you need to do this, look at potion.java and see what the confusion potion calls, then check the exact code it is calling, the potion effect may call 2 different things, if that is the case then you can copy the call for yhe camera effect and get the result your looking for, though by doing it this way, you lose the ability to customize exactly how it looks.

Posted

Unlike the other effects, the nausea potion effect is not controlled on Potion.java. It is controlled in EntityRenderer.java instead (as we've been saying earlier).

Posted

Hi

 

Well I just tried my own suggestion and it won't work because there are too many private variables in EntityRenderer :-(

 

Looks to me like you need to replace the entire class, which is a bit of a bugger.

 

-TGG

Posted

GL11.glRotatef(value1, 0.0F, 1.0F, 1.0F);
GL11.glScalef(1.0F / value2, 1.0F, 1.0F);
GL11.glRotatef(-value1, 0.0F, 1.0F, 1.0F);

So, that's all the confusion is doing...

Well basically set a render tick handler, and do the same.

Obviously you can set the values to whatever you feel like using.

Posted

Hi

 

I'm reckon that won't work because of this bit in the code:

 

   /**
     * sets up projection, view effects, camera position/rotation
     */
    private void setupCameraTransform(float par1, int par2)
    {
        this.farPlaneDistance = (float)(256 >> this.mc.gameSettings.renderDistance);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();

That last line will overwrite any rotates or scales you have done previously (in your render tick handler), and unless you can find a way to insert your "confusion" code after the call to setupCameraTransform but before anything is rendered (I looked but didn't manage to find anything suitable) then you are stuck with modifying base classes I reckon.

 

-TGG

 

 

 

Posted

As far as I know, RenderGameOverlayEvent only deals with hud stuff such as health bars, portal overlay, etc. The other render events deal with the entity model itself not what it is seeing.

 

Either that or I just slip something else.

Posted

/@ Chibill: Care to explain how that would work? Or even provide an example

 

I tried to copy the orientCamera method, some stuff in setupCameraTransform, and did a lot of reflection to test if this would work:

 

 

  Reveal hidden contents

 

 

It didn't.

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