Posted February 26, 20169 yr So, I'm making an item that helps you place blocks at odd locations. You set the opposite side you want the block to place on. So you can build down under your feet. Or behind the block your standing on, so you can build a bridge out in front of you without backing up and shift clicking the whole time. The problem I'm having is, the inventory count gets off, and I end up placing phantom blocks if you do actions too quickly. Here is the code that works, but doesn't work. There really is nothing too special about it. I've used .tryPlaceItemIntoWorld, and iStack.getItem().onUseblahblahblah. Both decriment the count, but the client doesn't get the update. I just added in the player.inventoryContainer.detectAndSendChanges() but I haven't seen anyone else use that. I THINK it works now, but I feel there must be a better way, and I'm not sure I"m not going to continue to get duplication, and phantom blocks. @Override public ItemStack onItemRightClick(ItemStack cStack, World world, EntityPlayer player) { if (!originSet) return cStack; player.swingItem(); Block bBlock = null; int iLoc = -1; int mySide = -1; if (originSet) { if (!player.isSneaking()) { mySide = originSide; } else { mySide = flipSide(originSide); } } for (int i = 0; i < player.inventory.mainInventory.length; ++i) { if (player.inventory.mainInventory[i] != null) { bBlock = Block.getBlockFromItem(player.inventory.mainInventory[i].getItem()); if (bBlock.getMaterial().blocksMovement()) { iStack = player.inventory.getStackInSlot(i); iLoc = i; break; } } } if (iStack != null) { int myPosY = originY; int myPosX = originX; int myPosZ = originZ; Block block = world.getBlock(originX, originY, originZ); while (block.getMaterial().blocksMovement()) { if (mySide == 0) { myPosY++; } if (mySide == 1) { myPosY--; } if (mySide == 2) { myPosZ++; } if (mySide == 3) { myPosZ--; } if (mySide == 4) { myPosX++; } if (mySide == 5) { myPosX--; } block = world.getBlock(myPosX, myPosY, myPosZ); } if (myPosY > 0 && player.getPlayerCoordinates().getDistanceSquared(myPosX, myPosY, myPosZ) < 12) { if (iStack.stackSize <= 0) { return cStack; } if (iStack.tryPlaceItemIntoWorld(player, world, myPosX, myPosY, myPosZ, mySide, originF1, originF2, originF3)) { player.inventoryContainer.detectAndSendChanges(); if (iStack.stackSize <= 0) { // iStack = null; player.inventory.mainInventory[iLoc] = null; player.inventoryContainer.detectAndSendChanges(); } } return cStack; } return cStack; } return cStack; }
February 27, 20169 yr Author Okay, I saw an example where they are checking if(!world.isRemote) So let me ask two different questions that will hopefully will get an answer. Should I fire placing the block only remote, or only client side? Second question, I had onItemUse, and onItemRightClick calling the same building method. Sometimes it fires twice, sometimes it only fires once. Is it supposed to fire like that? What determines if onItemUse will fire, or if onItemRightClick will fire? --Code Wrecker
February 27, 20169 yr Author Well, I wrote a simple test, and I think I figured out what was happening... ... onItemUse will prevent onItemRightClick from being called, if onItemUse returns true. So if you return false for onItemUse, onItemRightClick fires off. So all my double building problems, and phantom reports, and everything else... I solved. (I hope) World.isRemote Detect inventory Handle block placement in one function, by having the other always return false, just set locations with onItemUse, and false to the other fires. I still don't know if this is the 'right' way to do this, but after a lot of trial and error. I guess I should have just been more methodical. --Code Wrecker
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.