Jump to content

[1.7.10]NBT data reverts to 0 after right click


blfngl

Recommended Posts

So I've made a gun that used to store bullets as a local variable and am now switching it to be NBT stored, however the gun's "clip count" (how many bullets are loaded) keeps reverting to 0 before it ever fires a shot, even after being reloaded. Help?

 

ItemGun:

package blfngl.fallout.item.guns;

import java.util.List;

import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.EnumChatFormatting;
import net.minecraft.world.World;
import blfngl.fallout.Fallout;
import blfngl.fallout.entity.projectile.EntityBullet;
import blfngl.fallout.item.ItemFallout;
import blfngl.fallout.player.FalloutPlayer;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ItemGun extends ItemFallout
{
Item ammoType;
String name;
double reloadTime;
double shotTime;
int clipSize;
float damage;
float baseDamage;
String fireSound;
String reloadSound;
int durability;

int currentShotTime = 0;
int currentReloadTime = 0;

/**
 * @param par1 ammo
 * @param par2 unlocalized name
 * @param par3 reload time
 * @param par4 shot time
 * @param par5 clip size
 * @param par6 damage
 * @param par7 fire sound
 * @param par8 reload sound
 * @param par9 durability
 */
public ItemGun(Item par1, String par2, double par3, double par4, int par5, float par6, String par7, String par8, int par9)
{
	maxStackSize = 1;
	setCreativeTab(Fallout.tabGuns);
	name = par2;
	setUnlocalizedName(name);
	ammoType = par1;
	reloadTime = par3;
	shotTime = par4;
	clipSize = par5;
	damage =  4 * par6;
	baseDamage = damage;
	fireSound = "fallout:" + par7;
	reloadSound = "fallout:" + par8;
	setMaxDamage(par9);
	durability = par9;
}

@Override
public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player)
{
	if (itemStack.stackTagCompound == null)
	{
		itemStack.stackTagCompound = new NBTTagCompound();
		System.out.println("created new tag");
		itemStack.stackTagCompound.setInteger("clip", 0);
	}

	FalloutPlayer props = FalloutPlayer.get(player);
	float actualDamage = damage * ((50 + (props.getSkillValue("guns") * .5F)) / 100);
	int clipCount = itemStack.stackTagCompound.getInteger("clip");

	if (player.capabilities.isCreativeMode && !world.isRemote)
	{
		if  (currentShotTime >= shotTime * 20.0)
		{
			world.spawnEntityInWorld(new EntityBullet(world, player, actualDamage));
			world.playSoundAtEntity(player, fireSound, 1.0F, 1);
			currentShotTime = 0;
		}
	}

	else if (clipCount > 0 && currentShotTime >= shotTime * 20.0 && !world.isRemote && currentReloadTime > (40 * reloadTime)) // && !Fallout.isReloading && extPlayer.getReloadingState() == 0)
	{
		if (!Fallout.isReloading)
		{
			world.spawnEntityInWorld(new EntityBullet(world, player, actualDamage));
			world.playSoundAtEntity(player, fireSound, 1.0F, 1);
			currentShotTime = 0;
			itemStack.stackTagCompound.setInteger("clip", clipCount - 1);
			System.out.println("fired");
			//itemStack.damageItem(1, player);
		}
	}

	System.out.println(clipCount);
	return itemStack;
}

@Override
public void onUpdate(ItemStack itemStack, World world, Entity entity, int p_77663_4_, boolean p_77663_5_)
{
	if (itemStack.stackTagCompound == null)
	{
		itemStack.stackTagCompound = new NBTTagCompound();
		System.out.println("created new tag");
		itemStack.stackTagCompound.setInteger("clip", 0);
	}

	currentShotTime++;
	currentReloadTime++;

	if (entity instanceof EntityPlayer)
	{
		int clipCount = itemStack.stackTagCompound.getInteger("clip");

		EntityPlayer player = (EntityPlayer) entity;
		FalloutPlayer extPlayer = FalloutPlayer.get(player);

		if (clipCount < clipSize && Fallout.isReloading && player.inventory.hasItem(ammoType)) //extPlayer.getReloadingState() == 1)
		{
			player.playSound(reloadSound, 1.0F, 1);

			for (int i = 0; i < clipSize; i++)
			{
				if (player.inventory.hasItem(ammoType) && clipCount < clipSize)
				{
					player.inventory.consumeInventoryItem(ammoType);
					clipCount++;
				}
			}

			itemStack.stackTagCompound.setInteger("clip", clipCount);
			currentReloadTime = 0;
			Fallout.isReloading = false;
			System.out.println("finishedReload" + clipCount);
		}
	}
}

@Override
@SideOnly(Side.CLIENT)
public void addInformation(ItemStack itemStack, EntityPlayer player, List list, boolean p_77624_4_)
{
	/**int clipCount;

	if (itemStack.stackTagCompound == null)
	{
		itemStack.stackTagCompound = new NBTTagCompound();
		itemStack.stackTagCompound.setInteger("clip", 0);
		clipCount = itemStack.stackTagCompound.getInteger("clip");
	}

	else
	{
		clipCount = itemStack.stackTagCompound.getInteger("clip");
	}

	FalloutPlayer props = FalloutPlayer.get(player);
	float displayDamage = damage * ((50 + (props.getSkillValue("guns") * .5F)) / 100);

	//list.add("");
	list.add("\u00A79Damage: " + displayDamage);
	list.add("\u00A79Ammo Loaded: " + clipCount + " / " + clipSize);
	list.add("");*/
	list.add(EnumChatFormatting.RED + "Base Stats:");
	list.add(EnumChatFormatting.RED + "Damage: " + baseDamage);
	list.add(EnumChatFormatting.RED + "Ammo Type: " + ammoType.getItemStackDisplayName(new ItemStack(ammoType)));
	list.add(EnumChatFormatting.RED + "Fire Rate: " + shotTime);
	list.add(EnumChatFormatting.RED + "Reload Rate: " + reloadTime);
	//list.add("Durability: " + (durability - getDamage(itemStack)) + " / " + durability);
}

@Override
public void registerIcons(IIconRegister iconRegister)
{
	itemIcon = iconRegister.registerIcon("fallout:" + getUnlocalizedName().substring(getUnlocalizedName().indexOf(".") + 1));
}

@Override
@SideOnly(Side.CLIENT)
public boolean isFull3D()
{
	return true;
}
}

 

Link to comment
Share on other sites

You cannot store any data that is unique per Item in the Item class (do not make fields for it). You must get that data from the ItemStack every time.

So I removed all of my

int clip = itemStack.stackTagCompound.getInteger("clip");

and replaced it with just the itemStack.stackTagCompound line, but I get the same result.

Link to comment
Share on other sites

You cannot store any data that is unique per Item in the Item class (do not make fields for it). You must get that data from the ItemStack every time.

So I removed all of my

int clip = itemStack.stackTagCompound.getInteger("clip");

and replaced it with just the itemStack.stackTagCompound line, but I get the same result.

 

No, not that.  Those are local variables.  He means this chunk and anything that references these:

	Item ammoType;
String name;
double reloadTime;
double shotTime;
int clipSize;
float damage;
float baseDamage;
String fireSound;
String reloadSound;
int durability;

int currentShotTime = 0;
int currentReloadTime = 0;

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

You cannot store any data that is unique per Item in the Item class (do not make fields for it). You must get that data from the ItemStack every time.

So I removed all of my

int clip = itemStack.stackTagCompound.getInteger("clip");

and replaced it with just the itemStack.stackTagCompound line, but I get the same result.

 

No, not that.  Those are local variables.  He means this chunk and anything that references these:

	Item ammoType;
String name;
double reloadTime;
double shotTime;
int clipSize;
float damage;
float baseDamage;
String fireSound;
String reloadSound;
int durability;

int currentShotTime = 0;
int currentReloadTime = 0;

All of the variables excpet for the two at the bottom are static for everyone and I was going to change the last two once I could figure this out. Does having them effect the NBT data anyways?
Link to comment
Share on other sites

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Crash with the error: The game crashed whilst exception ticking world Error: java.util.ConcurrentModificationException pastebin crashlog the game worked for like 24h, then started to receive this error. Things I've tried: removing optifine or other performace mods. tried different versions (older) of the pack. set true to remove error entities and tiles in forge.cfg asked for help on the sevtech github, they said its fixed, its not. tried a different pc and still crashed happened only one time on another map although i cant make it happen again on that map.
    • no this one https://pastebin.com/5uMxHeWf
    • I am in such a mess. I have lost over 4.7m due to a scammer... It started as bank wires and then bitcoin. it is hard to imagine but it is true and can send any proof, then I tried to use a couple of recovery companies and was as well. Graphic design has been more than just a hobby for me since high school—it has become a thriving career. Starting in my parents' garage, I eventually expanded to my office, running a successful graphic design business. However, like many, I faced the need to diversify my investments due to inflation. This led me to invest 60.16 in Bitcoin, a decision that paid off handsomely as my investment grew to 4.7m over time. This financial windfall allowed me to upgrade my equipment and take on more ambitious projects, furthering the growth of my business. Unfortunately, my excitement was abruptly cut short when I fell victim to a hacking incident. Malware infected my computer, giving hackers access to my Bitcoin wallet. The devastation of potentially losing all my hard-earned savings and plans weighed heavily on me. At this dire moment, a fellow designer suggested Linux Cyber Security Company as a potential solution. Desperate for a lifeline, I reached out to them, hoping for a miracle. The response from Linux Cyber Security Company was prompt, incredibly professional, and effective. Their team quickly traced the hacker’s activities and recovered most of my funds, alleviating a significant amount of stress and uncertainty. Beyond the recovery, they took the time to educate me on essential practices to secure my Bitcoin holdings better. They emphasized using antivirus software to prevent malware infections, avoiding suspicious downloads, and the added security provided by hardware wallets. This experience served as a critical wake-up call for me. It highlighted the vulnerabilities inherent in digital assets and underscored the importance of robust security measures. Thanks to the guidance and expertise of Linux Cyber Security Company, I now feel more equipped to protect my digital assets proactively. Their insights have empowered me to implement stronger security protocols in my business operations and personal finances alike. With my Bitcoin funds securely recovered and a newfound understanding of digital security best practices, I am more confident in navigating future challenges. This journey has reinforced my commitment to safeguarding my hard-earned assets and leveraging technology responsibly. I am optimistic about the growth opportunities ahead, creatively in graphic design and prudently in investment strategies. In conclusion, while the hacking incident was a setback, it ultimately became a catalyst for enhancing my digital security awareness and resilience. I am grateful to Linux Cyber Security Company for their expertise and support during a challenging time, enabling me to continue pursuing my passion for graphic design with renewed confidence and financial stability. Contact a professional company I am sure they can help you with your case too, Website [www.linuxcybersecurity.com Email the team; info@)(linuxcybersecurity.com
    • https://pastebin.com/B2HnBZTa
  • Topics

×
×
  • Create New...

Important Information

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