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[1.9.4] Attempting to replace Left Click functionality of an item.


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Posted

Back again with another question. I'm attempting to rewrite some items' left click functionality, and while I have managed to intercept the keypress and cancel it, I can't seem to find a way to make this account for the player rebinding their attack button. The reason I want to rewrite the item's functionality is because I want to induce custom attacking behavior - for example, a long charging time that immobilizes the player, or an attack that jumps them forward/backward a few blocks. Here's the relevant snippet:

 

@SubscribeEvent
public void onMouseClick(MouseEvent event) {
if(event.getButton() == LEFT_CLICK) { // LEFT_CLICK = 0
	FMLLog.log(Level.INFO, "[MonsterHunter] Default attack button is: %s", Minecraft.getMinecraft().gameSettings.keyBindAttack.getKeyCode());
		ItemStack heldItem = Minecraft.getMinecraft().thePlayer.getHeldItem(EnumHand.MAIN_HAND);
	if(heldItem != null && heldItem.getItem() instanceof WeaponBase) {
		FMLLog.log(Level.INFO, "[MonsterHunter] Successfully intercepted left click!");
		event.setCanceled(true);
	}
}
}

 

The only method I can find that allows me to intercept key events (KeyInputEvent) doesn't allow me to cancel them, so I can't get rid of the swinging animation like this snippet does.

 

Any advice? Or am I going about this the entirely wrong way?

Posted

MouseEvent's event.button field is equal to the key code +100, so subtract 100 to get the actual key code, e.g.:

if (event.button - 100 == Minecraft.getMinecraft().gameSettings.keyBindAttack.getKeyCode()) {
// attack key pressed

You need to handle both MouseEvent and KeyInputEvent as the latter does not fire for mouse keys (unless that has been changed since 1.8.0).

 

However, as you've discovered, KeyInputEvent is not cancellable, so once the player presses the attack key, they will already be attacking.

 

I'm not sure if there is a way to completely intercept the attack without a core mod (or at least a lot of hackery), but if you're not opposed to the idea, you can allow the first attack to swing, but require the player to keep holding down the attack key in order to charge up until the attack triggers on its own. That's what I did in my various Sword Skill mods, and it works pretty well.

Posted

It would be preferable to find a way to do it without modifying any core classes, if possible. Client input is mostly handled from EntityPlayerControllerMP, i.e. that's where the action packets get sent from, and that's where I'd start looking for possible hooks.

 

If there isn't anything in there that strikes you as usable, you could check out the Minecraft class which is where the actual client input (keyboard etc.) is monitored.

 

I haven't coded in a long while, but it may be possible via KeyInputEvent to immediately set the key binding's pressed state to false to prevent the attack action.

if (Keyboard.getEventKey() == mc.gameSettings.keyBindAttack.getKeyCode()) {
KeyBinding.setKeyBindState(Keyboard.getEventKey(), false);
}

Worth a shot, but you'll probably still get a swing.

Posted

Yeah, I'd prefer to avoid core mods as well. I'm not at home right now, but when I do I'll give that a shot! If that fails, I may look around for other published apis

Posted

If you do core mod, do it by inserting a new event into the modified method, don't just write new code directly there.  Insert a hook, then utilize the hook.

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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