blfngl Posted July 10, 2015 Posted July 10, 2015 Title explains it, but when a key is pressed it sets this method in motion. The method goes through and the itemstack visually decreases, but when you right click or open the inventory the itemstack is reset back to what it was previously. @Override public void onUpdate(ItemStack itemstack, World world, Entity entity, int metadata, boolean bool) { currentShot++; currentReload++; if (entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) entity; FalloutPlayer props = FalloutPlayer.get(player); if (clipCount < clipSize && props.getReloadingState() == 1 && player.inventory.hasItem(ammoType)) { player.playSound(reloadSound, 1.0F, 1); for (int i = 0; i < clipSize; i++) { if (player.inventory.hasItem(ammoType) && clipCount < clipSize) { player.inventory.consumeInventoryItem(ammoType); player.inventory.markDirty(); player.inventoryContainer.detectAndSendChanges(); clipCount++; } } currentReload = 0; props.setReloadingState(0); } } } Quote
blfngl Posted July 10, 2015 Author Posted July 10, 2015 Yeah, I'm aware that values like that are applied on a global scale. I've been using NBT tags in other versions, but they don't always seem to work, so while I'm figuring that out I'm using item values. On another note, in the past I've used !world.isRemote checks, but the method doesn't fire. Here's an example of what I used to have: public void onUpdate(ItemStack itemstack, World world, Entity entity, int metadata, boolean bool) { if (itemstack.getTagCompound() == null) { itemstack.setTagCompound(new NBTTagCompound()); // = new NBTTagCompound(); itemstack.getTagCompound().setInteger("clipCount", 0); itemstack.getTagCompound().setInteger("currentReloadTime", 0); itemstack.getTagCompound().setInteger("currentShotTime", 0); } if (itemstack.getTagCompound() != null) { //itemstack.getTagCompound().setInteger("currentShotTime", itemstack.getTagCompound().getInteger("currentShotTime") + 1); //itemstack.getTagCompound().setInteger("currentReloadTime", itemstack.getTagCompound().getInteger("currentReloadTime") + 1); currentShot++; currentReload++; if (entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) entity; FalloutPlayer props = FalloutPlayer.get(player); //if (clipCount < clipSize && Fallout.isReloading && player.inventory.hasItem(ammoType)) if (clipCount < clipSize && props.getReloadingState() == 1 && player.inventory.hasItem(ammoType)) { player.playSound(reloadSound, 1.0F, 1); for (int i = 0; i < clipSize; i++) { if (player.inventory.hasItem(ammoType) && clipCount < clipSize) { if (!world.isRemote) { player.inventory.consumeInventoryItem(ammoType); player.inventory.markDirty(); player.inventoryContainer.detectAndSendChanges(); clipCount++; //int currentClip = itemstack.getTagCompound().getInteger("clipCount"); //itemstack.getTagCompound().setInteger("clipCount", currentClip + 1); } } } //itemstack.getTagCompound().setInteger("currentReloadTime", 0); currentReload = 0; props.setReloadingState(0); //Fallout.isReloading = false; } } } } I've experimented by moving !world.isRemote to different places within the method, but anything below it won't be activated. Quote
blfngl Posted July 10, 2015 Author Posted July 10, 2015 It's rapidly switching between true and false...is that normal? Quote
blfngl Posted July 10, 2015 Author Posted July 10, 2015 That's what I had in the last block and is what I'm currently using: if (!world.isRemote) { player.inventory.consumeInventoryItem(ammoType); player.inventory.markDirty(); player.inventoryContainer.detectAndSendChanges(); clipCount++; //int currentClip = itemstack.getTagCompound().getInteger("clipCount"); //itemstack.getTagCompound().setInteger("clipCount", currentClip + 1); } This is the final check, but it still won't update. As shown above, a sound plays and then the bullets will load into the weapon. On screen it shows the current clip count out of clip size, ie 4/6 loaded, and this number is never updated as well. Quote
blfngl Posted July 10, 2015 Author Posted July 10, 2015 Switched it to this: public void onUpdate(ItemStack itemstack, World world, Entity entity, int metadata, boolean bool) { if (itemstack.getTagCompound() == null) { itemstack.setTagCompound(new NBTTagCompound()); itemstack.getTagCompound().setInteger("clipCount", 0); itemstack.getTagCompound().setInteger("currentReloadTime", 0); itemstack.getTagCompound().setInteger("currentShotTime", 0); System.out.println("onUpdate tag created"); } if (itemstack.getTagCompound() != null) { NBTTagCompound tag = itemstack.getTagCompound(); tag.setInteger("currentShotTime", tag.getInteger("currentShotTime") + 1); tag.setInteger("currentReloadTime", tag.getInteger("currentReloadTime") + 1); if (entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) entity; FalloutPlayer props = FalloutPlayer.get(player); if (tag.getInteger("clipcount") < clipSize && props.getReloadingState() == 1 && player.inventory.hasItem(ammoType)) { player.playSound(reloadSound, 1.0F, 1); for (int i = 0; i < clipSize; i++) { if (player.inventory.hasItem(ammoType) && tag.getInteger("clipcount") < clipSize) { if (!world.isRemote) { player.inventory.consumeInventoryItem(ammoType); player.inventory.markDirty(); //player.inventoryContainer.detectAndSendChanges(); int currentClip = tag.getInteger("clipcount"); tag.setInteger("clipCount", currentClip + 1); } } } tag.setInteger("currentReloadTime", 0); props.setReloadingState(0); } } } } When I don't have the worldRemote check the ammo is consumed (and stays consumed), but the tag is not updated. If the check is there all it does is play the sound. Quote
blfngl Posted July 10, 2015 Author Posted July 10, 2015 Kay, looks like this now: public void onUpdate(ItemStack itemstack, World world, Entity entity, int metadata, boolean bool) { if (!world.isRemote) { if (itemstack.getTagCompound() == null) { itemstack.setTagCompound(new NBTTagCompound()); itemstack.getTagCompound().setInteger("clipCount", 0); itemstack.getTagCompound().setInteger("currentReloadTime", 0); itemstack.getTagCompound().setInteger("currentShotTime", 0); System.out.println("onUpdate tag created"); } if (itemstack.getTagCompound() != null) { NBTTagCompound tag = itemstack.getTagCompound(); tag.setInteger("currentShotTime", tag.getInteger("currentShotTime") + 1); tag.setInteger("currentReloadTime", tag.getInteger("currentReloadTime") + 1); if (entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) entity; FalloutPlayer props = FalloutPlayer.get(player); if (tag.getInteger("clipcount") < clipSize && props.getReloadingState() == 1 && player.inventory.hasItem(ammoType)) { player.playSound(reloadSound, 1.0F, 1); for (int i = 0; i < clipSize; i++) { if (player.inventory.hasItem(ammoType) && tag.getInteger("clipcount") < clipSize) { player.inventory.consumeInventoryItem(ammoType); player.inventory.markDirty(); //player.inventoryContainer.detectAndSendChanges(); int currentClip = tag.getInteger("clipcount"); tag.setInteger("clipCount", currentClip + 1); } } tag.setInteger("currentReloadTime", 0); props.setReloadingState(0); } } } } } Now nothing at all happens. There's a keybind I'm using that tells an IExtendedEntityProperties class that a player is reloading and sets a certain integer mark that. After the player is done reloading, it sets the int back to 0, but I think it's all on the client side. Would that be the reason this isn't communicating? I inserted println checks and it wont stop printing after it reached the IExtendedEntityProperties check. Quote
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