Jump to content

[Solved][1.9] PlayerInteractEvent - Returns different coordinates for each hand?


American2050

Recommended Posts

Hi, I'm confuse with the way the PlayerInteractEvent is working in 1.9

 

I would guess that the event always would return the coordinates de player is looking at, but apparently, for the Main Hand it does return the block the player is looking at, while for the Off Hand it returns the coordinates the player is standing on.

 

Am I right, or I'm missing something here?

 

This is the code:

 

    @SubscribeEvent
    public void onPlayerInteractEvent(PlayerInteractEvent event)
    {
    	World world = event.getWorld();
    	BlockPos pos = event.getPos();
    	EntityPlayer player = event.getEntityPlayer();
    	
    	if(!world.isRemote)
    	{
    	
    		System.out.println(event.getPos());
    		
    		System.out.println(event.getHand());
    		
    	if(world.getBlockState(pos).getBlock() instanceof BlockCrops)
    	{
    		System.out.println("Crops!!!");
    	}
   	
    	}//END WORLD NO REMOTE
    }

 

And here is an screenshot ingame and what is show on console. (It didn't print twice, I did right click twice)

 

mj85Nbw.png

 

PS: How can I tell if the event was triggered by a Left click or a Right click? Thanks a lot.

Link to comment
Share on other sites

In 1.9,

PlayerInteractEvent

has a separate nested subclass for each type of player interaction. Subscribe to one of these rather than

PlayerInteractEvent

itself.

 

I suggest you use Log4J like the rest of Minecraft/Forge rather than printing directly to stdout.

FMLPreInitializationEvent#getModLog

will return a

Logger

that will log messages with your mod ID, store this somewhere and use it to write to the log.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I am following a tutorial for modding minecraft 1.20.1, and while running the mod with the minecraft of the idea, no errors was present but, when I switched to real minecraft, it started to want a default constructor "public ZeroToAutomation()" instead of the one recomended by the video "public ZeroToAutomation(FMLJavaModLoadingContext context) {...}", and I can't use the default constructor because I need the FMLJavaModLoadingContext to register the blocks and items.   The problem is at: "net/myself/zerotoautomation/ZeroToAutomation.java" the file contains the default constructor, "Logger"s, and the code for the mod the defaut constructor was added after an error requesting it the Loggers was used to see which methods/constructors was used by the Launcher   things that I tried to fix the issue: remove the default constructor, but an error appeared "net.myself.zerotoautomation.ZeroToAutomation.<init>()", and nothing else on the class runs adding an "public static void init()" method, but it changed nothing   The mod files: https://github.com/Matwaua/Zero_To_Automation/tree/not-finished
    • It is an issue/conflict with distanthorizons
    • I have been trying to combat this issue between oculus and embeddium and to no avail... I have already tried a few online tutorials on how to get this working but it doesn't work at all. https://pastebin.com/geQgifjc
    • wow you sound like fun to play with
    • Instale el mod en mi servidor y este se queda iniciando por horas, en la consola me habla de algo de permisos y trate de seguir la ruta que me da pero no existe.   [13:05:32 INFO]: CustomNPC Permissions available: [13:05:32 INFO]: customnpcs.edit.blocks [13:05:32 INFO]: customnpcs.edit.villager [13:05:32 INFO]: customnpcs.global.bank [13:05:32 INFO]: customnpcs.global.dialog [13:05:32 INFO]: customnpcs.global.faction [13:05:32 INFO]: customnpcs.global.linked [13:05:32 INFO]: customnpcs.global.naturalspawn [13:05:32 INFO]: customnpcs.global.playerdata [13:05:32 INFO]: customnpcs.global.quest [13:05:32 INFO]: customnpcs.global.recipe [13:05:32 INFO]: customnpcs.global.transport [13:05:32 INFO]: customnpcs.npc.advanced [13:05:32 INFO]: customnpcs.npc.ai [13:05:32 INFO]: customnpcs.npc.clone [13:05:32 INFO]: customnpcs.npc.create [13:05:32 INFO]: customnpcs.npc.delete [13:05:32 INFO]: customnpcs.npc.display [13:05:32 INFO]: customnpcs.npc.freeze [13:05:32 INFO]: customnpcs.npc.gui [13:05:32 INFO]: customnpcs.npc.inventory [13:05:32 INFO]: customnpcs.npc.reset [13:05:32 INFO]: customnpcs.npc.stats [13:05:32 INFO]: customnpcs.scenes [13:05:32 INFO]: customnpcs.soulstone.all [13:05:32 INFO]: customnpcs.spawner.create [13:05:32 INFO]: customnpcs.spawner.mob [13:05:32 INFO]: customnpcs.tool.mounter [13:05:32 INFO]: customnpcs.tool.nbtbook [13:05:32 INFO]: customnpcs.tool.pather [13:05:32 INFO]: customnpcs.tool.scripter
  • Topics

×
×
  • Create New...

Important Information

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