Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

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);
	}
}
}

 

  • Author

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.

  • Author

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.

  • Author

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.

  • Author

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.

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...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.