Manslaughter777 Posted February 7, 2015 Posted February 7, 2015 So i made a living entity event class but one of the methods i need is not public in the EntityLivingBase class,what can i do? LivingEvent class public class EntityLivingEventMoon { private Random rand; @SubscribeEvent public void updateEntity(LivingUpdateEvent event) { boolean flag = event.entityLiving instanceof EntityPlayer && ((EntityPlayer)event.entityLiving).capabilities.disableDamage; if (event.entityLiving.isEntityAlive() && event.entityLiving.isInsideOfMaterial(Material.air)) { if (!event.entityLiving.canBreatheUnderwater() && !event.entityLiving.isPotionActive(Potion.waterBreathing.id) && !flag) { event.entityLiving.setAir(event.entityLiving.decreaseAirSupply(event.entityLiving.getAir())); //decreaseAirSupply is not visible if (event.entityLiving.getAir() == -20) { event.entityLiving.setAir(0); for (int i = 0; i < 8; ++i) { float f = this.rand.nextFloat() - this.rand.nextFloat(); float f1 = this.rand.nextFloat() - this.rand.nextFloat(); float f2 = this.rand.nextFloat() - this.rand.nextFloat(); event.entityLiving.worldObj.spawnParticle("bubble", event.entityLiving.posX + (double)f, event.entityLiving.posY + (double)f1, event.entityLiving.posZ + (double)f2, event.entityLiving.motionX, event.entityLiving.motionY, event.entityLiving.motionZ); } event.entityLiving.attackEntityFrom(DamageSource.drown, 2.0F); } } if (!event.entityLiving.worldObj.isRemote && event.entityLiving.isRiding() && event.entityLiving.ridingEntity != null && event.entityLiving.ridingEntity.shouldDismountInWater(event.entityLiving)) { event.entityLiving.mountEntity((Entity)null); } } else { event.entityLiving.setAir(300); } } } The method i need to somehow make public which i have no clue how to do: protected int decreaseAirSupply(int air) { int j = EnchantmentHelper.getRespiration(this); //"this" needs to be entitylivingbase since i took the method straight from that class. return j > 0 && this.rand.nextInt(j + 1) > 0 ? air: air- 1; } any help would be great Quote
Draco18s Posted February 7, 2015 Posted February 7, 2015 Calling that function isn't going to do you any good (see below). As soon as the entity gets another update tick, its air supply will reset. I told you to use IEEP to track "your" air. Which means replicating the effects of that private function on "your" data. if (this.isEntityAlive() && this.isInsideOfMaterial(Material.water)) { //stuff } else { this.setAir(300); } No matter what you do to the air supply of an entity, if it is not in water, that air supply value will ALWAYS be reset. Quote 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.
Manslaughter777 Posted February 7, 2015 Author Posted February 7, 2015 Hmm I see... Ill try it out and see how I go. Thanks Quote
Manslaughter777 Posted February 7, 2015 Author Posted February 7, 2015 Calling that function isn't going to do you any good (see below). As soon as the entity gets another update tick, its air supply will reset. I told you to use IEEP to track "your" air. Which means replicating the effects of that private function on "your" data. if (this.isEntityAlive() && this.isInsideOfMaterial(Material.water)) { //stuff } else { this.setAir(300); } No matter what you do to the air supply of an entity, if it is not in water, that air supply value will ALWAYS be reset. How would I go about tracking "my" air and replicating it? (Sorry for late reply) Quote
Draco18s Posted February 7, 2015 Posted February 7, 2015 IExtendedEntityProperties Quote 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.
Manslaughter777 Posted February 7, 2015 Author Posted February 7, 2015 IExtendedEntityProperties What I meant was how would I do it "in" IEEP Quote
Abastro Posted February 7, 2015 Posted February 7, 2015 You should replicate the effect of the Air Bubble, and save & load the data from the entity using the IEEP. Quote I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
Manslaughter777 Posted February 7, 2015 Author Posted February 7, 2015 So create like my own version of "air"? And make it do the same as the regular air except only when inside my material? Quote
Draco18s Posted February 8, 2015 Posted February 8, 2015 Pretty much Quote 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.
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