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[1.8.9] onPlayerStoppedUsing called twice / add new item attributes


Netglex

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I have the following method in one of my

item

-class. It is a musket, which has a boolean value

isLoaded

(globally defined) which determines if the weapon is loaded (true) or not (false). Because this method is called once from client and once from server, the following thing happen: Firstly,

isLoaded

is

false

. Now if you go let off your right mouse click, in the first go,

isLoaded

is set to

true

. In the second go, the method

shootEntity(world, entityPlayer)

will be called, means you shoot. But I don't want that. I want to right click for reloading. The second time you right click you should shoot. Is there a way how I can change my code? Or is there a better way to add a new attribute to an

item 

in Minecraft Forge?

 

@Override
public void onPlayerStoppedUsing(ItemStack itemStack, World world, EntityPlayer entityPlayer, int timeLeft) {

if (isLoaded) {

	if (!entityPlayer.capabilities.isCreativeMode
			&& entityPlayer.inventory.hasItem(MatchmusketItem.cartridge)) {

		itemStack.damageItem(1, entityPlayer);
		if (itemStack.stackSize == 0)
			entityPlayer.destroyCurrentEquippedItem();

		entityPlayer.inventory.consumeInventoryItem(MatchmusketItem.cartridge);

		}

	shootEntity(world, entityPlayer);
	isLoaded = false;

} else if (entityPlayer.getItemInUseDuration() >= 20.0F)
	isLoaded = true;
}

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Firstly, that global variable means that all guns, in all player's inventories, will have the same loaded/unloaded status.

 

Don't do that.

 

Second

Firstly, isLoaded is false. Now if you go let off your right mouse click, in the first go, isLoaded is set to true. In the second go, the method shootEntity(world, entityPlayer) will be called, means you shoot. But I don't want that. I want to right click for reloading. The second time you right click you should shoot.

 

What?

 

First you say that you don't want it to shoot on the second right-click, then you say you want the second right click to shoot.  Make up your mind.

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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I think what he means is that the method gets called twice (server/client) if he clicks once and the method gets called twice and the second run causes the weapon to shoot, because his variable is global.

By the way if the server is on your local machine, do server and client share the same class for the items or are there two instances?

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@Failender:

It was a success with

setTagCompound 

and

getTagCompound

. I never used it before, but with the help of some tutorials it works now. Thanks! I used

itemStack.stackSize == 0

, because if the health of this item is equal zero, you strangely still have the item in the inventory with

stacksize == 0

as you can see in the image. Server and Client share the same class.

 

Y003ilf.png

 

 

@Draco18s:

It is as Failender mentioned in his last post. Sorry for this unclear explanation.

 

For all other people with similar problems: Here is the solution.

// make it possible to add additional attributes
itemStack.setTagCompound(new NBTTagCompound());

// add an additional attribute to the item with tag "isLoaded" and value false
itemStack.getTagCompound().setBoolean("isLoaded", false);

// get the additional attribute with tag "isLoaded"
boolean test = itemStack.getTagCompound().getBoolean("isLoaded")

 

Usually the first and second line of code should be called in the

onCreate 

method (or in my case in

addInformation

, because I already need the additional attributes in this method). And for the third line: use it, where you need it in you mod.

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