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Posted

I have an "Quickdraw" enchantment that works by setting the bow item in use immediately on right click, so it doesn't have to draw back all the way to be used. The basic code in 1.8 was:

 

 

 


EntityPlayer player = (EntityPlayer) entity;
ItemStack heldItem = player.getHeldItem();
if (heldItem != null && heldItem.getItem() instanceof ItemBow && this.getEnchantmentLevel(heldItem) > 0) {
   player.setItemInUse(heldItem, heldItem.getMaxItemUseDuration() / 3);
   ((ArrowNockEvent) baseEvent).result = heldItem;
   baseEvent.setCanceled(true);
}

 

 

However the setItemInUse method seems to be gone in 1.9, and I can't find a suitable replacement. What can I do?

Maker of the Craft++ mod.

  • Author

The "item in use" mechanic is now activated in EntityLivingBase#setActiveHand. It sets some protected fields, you'd have to write to them using reflection.

 

 

Alright, I did this and the arrow does fire as if the bow was drawn back 100%. Unfortunately the bow still goes through the entire draw-back animation. My code now:

 

 


EntityPlayer player = (EntityPlayer) entity;
ItemStack heldItem = player.getHeldItemMainhand();
if (heldItem != null && heldItem.getItem() instanceof ItemBow && this.getEnchantmentLevel(heldItem) > 0) {
//player.setItemInUse(heldItem, heldItem.getMaxItemUseDuration() / 3);
ReflectionHelper.setPrivateValue(EntityLivingBase.class, player, heldItem, "activeItemStack", "field_184627_bm");
ReflectionHelper.setPrivateValue(EntityLivingBase.class, player, heldItem.getMaxItemUseDuration() / 3, "activeItemStackUseCount", "field_184628_bn");
player.getDataManager().set(ReflectionHelper.getPrivateValue(EntityLivingBase.class, player, "HAND_STATES", "field_184621_as"), (byte) 1);
((ArrowNockEvent) baseEvent).setAction(new ActionResult<>(EnumActionResult.SUCCESS, heldItem));
}

Maker of the Craft++ mod.

  • Author

That is because the client simply get's told "using item now" via the HAND_STATES data watcher. The client then uses the getMaxItemUseDuration again.

 

 

So how can I circumvent this? Do I just not set the HAND_STATES?

Maker of the Craft++ mod.

Would changing the item's maxUseDuration alter the behavior?  You could set it very low and the client would animate through the charge quickly.  You'd still have to wait the full duration to get full power, but it would charge much more quickly, which would probably be more elegant than your prior method.

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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