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[1.7.10][SOLVED] Weird Custom Overlay to default overlay glitch


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Sooo i was working on my virus mod and finally got my humanity level to work. Sort of. this happened... Df9LJfh.png Pretty strange, right? Anyway, what i am wondering is how the hell im going to fix it, because I have tried so many things its unreal. Here is my overlay code:

package com.tmg.tmggunsmod;

import java.util.Random;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.server.MinecraftServer;
import net.minecraft.world.World;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.common.MinecraftForge;
import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.eventhandler.EventPriority;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;

public class EventTMGInfectionDisplay{	
public static class GUIRenderEventClass10
    @SubscribeEvent(priority = EventPriority.HIGHEST)
public void eventHandler(RenderGameOverlayEvent event){

	int posX = (event.resolution.getScaledWidth()) /2;
    int posY = (event.resolution.getScaledHeight()) /2;

    EntityPlayer entity = Minecraft.getMinecraft().thePlayer;
	int i = (int)entity.posX;
	int j = (int)entity.posY;
	int k = (int)entity.posZ;
	MinecraftServer server = FMLCommonHandler.instance().getMinecraftServerInstance();
	World world = server.worldServers[0];

	EventTMGInfectedPlayer props = EventTMGInfectedPlayer.get((EntityPlayer) entity);
	if(props.getCurrentMana() < 50){

		Minecraft.getMinecraft().fontRenderer.drawString(props.getCurrentMana() * 2 + "% Humanity", posX+(-188), posY+(-109), 0xffffff);
            if(props.getCurrentMana() < 10)
    			Minecraft.getMinecraft().fontRenderer.drawString("Low Humanity. Prepare for Infection.", posX+(-188), posY+(-98), 0xff0033);



//idk, one of my fixing attempts 
public void load(){
MinecraftForge.EVENT_BUS.register(new GUIRenderEventClass10());


and here is the registry line:

MinecraftForge.EVENT_BUS.register(new GUIRenderEventClass10());

Anyway, if anyboy could edit my code and show me how to fix this, i would be MORE than happy!


PS: the extended entity properties are working fine, its the rendering glitch that "bugs" me :D

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RenderGameOverlayEvent has phases (or types, i don't remember). If you don't define phase (with if statememnt) your code will be executed about 12 or 13 times: for FOOD, HEALTH, etc.

You need to draw in only one ("ALL" maybe).


As to your bug - it might be fontrenderer binding ASCII textures. Picking one phase (ALL) should fix it. If not - you need to rebind texture WIDGETS (or ICONS, whatever, you know what I mean).

1.7.10 is no longer supported by forge, you are on your own.

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Also, while this topic is up and going i may as well ask why this code doesnt work. It is within a functional, errorless livingUpdateEvent but it is never working properly.

if(event.entity instanceof EntityPlayer)

	EntityPlayer player = (EntityPlayer) event.entity;
	EventTMGInfectedPlayer props = EventTMGInfectedPlayer.get((EntityPlayer) event.entity);

	if(props.getCurrentMana() < 1)

			((EntityPlayer) event.entity).addPotionEffect(new PotionEffect(Potion.wither.id, 480, 1));


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I think I know:

If the problem is not in event (if you have problem, this MUST work):

public void onEntityTick(LivingUpdateEvent event)
	if (event.entityLiving instanceof EntityPlayer)


Then the problem is in potions. I've never really read the code responsible for updateing potion, but I know that setting time to 1 will get you nowhere.


Set Potion tick time to >= 2.

1.7.10 is no longer supported by forge, you are on your own.

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