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Adding a nausea/confusion effect without adding the potion effect


Gwafu

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[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

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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

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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).

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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.

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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.

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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

 

 

 

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/@ 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:

 

 

 

@ForgeSubscribe
public void onEntityUpdate(LivingUpdateEvent event)
{
	EntityLivingBase ent = event.entityLiving;

	if (ent.isPotionActive(GrowthCraftCellar.potionTipsy)) 
	{
		if (ent.getActivePotionEffect(GrowthCraftCellar.potionTipsy).getDuration() == 0)
		{
			ent.removePotionEffect(GrowthCraftCellar.potionTipsy.id);
			return;
		}

		int lvl = ent.getActivePotionEffect(GrowthCraftCellar.potionTipsy).getAmplifier();

		if (lvl >= 3)
		{
			//ent.addPotionEffect(new PotionEffect(Potion.confusion.id, 200, 0));

			if (ent instanceof EntityPlayerSP)
			{
				EntityPlayerSP player = (EntityPlayerSP)ent;

				player.timeInPortal += 0.006666667F;

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

				Timer t = this.getPrivateValue("timer", GrowthCraftCellar.timer_srg);
				float f1 = t.renderPartialTicks;
				float f2 = player.prevTimeInPortal + (player.timeInPortal - player.prevTimeInPortal) * f1;

				if (f2 > 0.0F)
				{
					byte b0 = 7;
					int rendererUpdateCount = this.getPrivateValue("rendererUpdateCount", GrowthCraftCellar.rendererUpdateCount_srg);

					float f3 = 5.0F / (f2 * f2 + 5.0F) - f2 * 0.04F;
					f3 *= f3;
					GL11.glRotatef(((float)rendererUpdateCount + f1) * (float)b0, 0.0F, 1.0F, 1.0F);
					GL11.glScalef(1.0F / f3, 1.0F, 1.0F);
					GL11.glRotatef(-((float)rendererUpdateCount + f1) * (float)b0, 0.0F, 1.0F, 1.0F);

					// orient camera
					this.orientCamera(f1);
				}
			}
		}
	}
}

private <T, E> T getPrivateValue(String name, String srg)
{
	return ObfuscationReflectionHelper.getPrivateValue(EntityRenderer.class, Minecraft.getMinecraft().entityRenderer, name, srg);
}

private void orientCamera(float par1)
{
	Minecraft mc = Minecraft.getMinecraft();
	float prevCamRoll             = this.getPrivateValue("prevCamRoll", GrowthCraftCellar.prevCamRoll_srg);
	float camRoll                 = this.getPrivateValue("camRoll", GrowthCraftCellar.camRoll_srg);
	float thirdPersonDistance     = this.getPrivateValue("thirdPersonDistance", GrowthCraftCellar.thirdPersonDistance_srg);
	float thirdPersonDistanceTemp = this.getPrivateValue("thirdPersonDistanceTemp", GrowthCraftCellar.thirdPersonDistanceTemp_srg);
	float debugCamYaw             = this.getPrivateValue("debugCamYaw", GrowthCraftCellar.debugCamYaw_srg);
	float prevDebugCamYaw         = this.getPrivateValue("prevDebugCamYaw", GrowthCraftCellar.prevDebugCamYaw_srg);
	float debugCamPitch           = this.getPrivateValue("debugCamPitch", GrowthCraftCellar.debugCamPitch_srg);
	float prevDebugCamPitch       = this.getPrivateValue("prevDebugCamPitch", GrowthCraftCellar.prevDebugCamYaw_srg);
	boolean cloudFog              = this.getPrivateValue("cloudFog", GrowthCraftCellar.cloudFog_srg);

	EntityLivingBase entitylivingbase = 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(prevCamRoll + (camRoll - 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 (!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 (mc.gameSettings.thirdPersonView > 0)
	{
		double d3 = (double)(thirdPersonDistanceTemp + (thirdPersonDistance - thirdPersonDistanceTemp) * par1);
		float f2;
		float f3;

		if (mc.gameSettings.debugCamEnable)
		{
			f3 = prevDebugCamYaw + (debugCamYaw - prevDebugCamYaw) * par1;
			f2 = prevDebugCamPitch + (debugCamPitch - prevDebugCamPitch) * par1;
			GL11.glTranslatef(0.0F, 0.0F, (float)(-d3));
			GL11.glRotatef(f2, 1.0F, 0.0F, 0.0F);
			GL11.glRotatef(f3, 0.0F, 1.0F, 0.0F);
		}
		else
		{
			f3 = entitylivingbase.rotationYaw;
			f2 = entitylivingbase.rotationPitch;

			if (mc.gameSettings.thirdPersonView == 2)
			{
				f2 += 180.0F;
			}

			double d4 = (double)(-MathHelper.sin(f3 / 180.0F * (float)Math.PI) * MathHelper.cos(f2 / 180.0F * (float)Math.PI)) * d3;
			double d5 = (double)(MathHelper.cos(f3 / 180.0F * (float)Math.PI) * MathHelper.cos(f2 / 180.0F * (float)Math.PI)) * d3;
			double d6 = (double)(-MathHelper.sin(f2 / 180.0F * (float)Math.PI)) * d3;

			for (int l = 0; l < 8; ++l)
			{
				float f4 = (float)((l & 1) * 2 - 1);
				float f5 = (float)((l >> 1 & 1) * 2 - 1);
				float f6 = (float)((l >> 2 & 1) * 2 - 1);
				f4 *= 0.1F;
				f5 *= 0.1F;
				f6 *= 0.1F;
				MovingObjectPosition movingobjectposition = mc.theWorld.clip(mc.theWorld.getWorldVec3Pool().getVecFromPool(d0 + (double)f4, d1 + (double)f5, d2 + (double)f6), mc.theWorld.getWorldVec3Pool().getVecFromPool(d0 - d4 + (double)f4 + (double)f6, d1 - d6 + (double)f5, d2 - d5 + (double)f6));

				if (movingobjectposition != null)
				{
					double d7 = movingobjectposition.hitVec.distanceTo(mc.theWorld.getWorldVec3Pool().getVecFromPool(d0, d1, d2));

					if (d7 < d3)
					{
						d3 = d7;
					}
				}
			}

			if (mc.gameSettings.thirdPersonView == 2)
			{
				GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
			}

			GL11.glRotatef(entitylivingbase.rotationPitch - f2, 1.0F, 0.0F, 0.0F);
			GL11.glRotatef(entitylivingbase.rotationYaw - f3, 0.0F, 1.0F, 0.0F);
			GL11.glTranslatef(0.0F, 0.0F, (float)(-d3));
			GL11.glRotatef(f3 - entitylivingbase.rotationYaw, 0.0F, 1.0F, 0.0F);
			GL11.glRotatef(f2 - entitylivingbase.rotationPitch, 1.0F, 0.0F, 0.0F);
		}
	}
	else
	{
		GL11.glTranslatef(0.0F, 0.0F, -0.1F);
	}

	if (!mc.gameSettings.debugCamEnable)
	{
		GL11.glRotatef(entitylivingbase.prevRotationPitch + (entitylivingbase.rotationPitch - entitylivingbase.prevRotationPitch) * par1, 1.0F, 0.0F, 0.0F);
		GL11.glRotatef(entitylivingbase.prevRotationYaw + (entitylivingbase.rotationYaw - entitylivingbase.prevRotationYaw) * par1 + 180.0F, 0.0F, 1.0F, 0.0F);
	}

	GL11.glTranslatef(0.0F, f1, 0.0F);
	d0 = entitylivingbase.prevPosX + (entitylivingbase.posX - entitylivingbase.prevPosX) * (double)par1;
	d1 = entitylivingbase.prevPosY + (entitylivingbase.posY - entitylivingbase.prevPosY) * (double)par1 - (double)f1;
	d2 = entitylivingbase.prevPosZ + (entitylivingbase.posZ - entitylivingbase.prevPosZ) * (double)par1;
	cloudFog = mc.renderGlobal.hasCloudFog(d0, d1, d2, par1);
}

 

 

 

It didn't.

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