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Posted

Okay so my custom Inventory's getStackInSlot does not render the item in the overlay.

[spoiler=InventoryWeapons]

public class InventoryWeapons implements IInventory
{
private final String name = "Inventory Weapons";
private final String tagName = "InvWeaponsTag";
public static final int INV_SIZE = 2;

public ItemStack[] inventory = new ItemStack[iNV_SIZE];

public InventoryWeapons()
{

}

@Override
public int getSizeInventory()
{
	return inventory.length;
}

@Override
public ItemStack getStackInSlot(int slot)
{
	return inventory[slot];
}

@Override
public ItemStack decrStackSize(int slot, int amount)
{
	ItemStack stack = getStackInSlot(slot);
	if (stack != null)
	{
		if (stack.stackSize > amount)
		{
			stack = stack.splitStack(amount);
			this.markDirty();
		}
		else
		{
			this.setInventorySlotContents(slot, null);
		}
	}
	return stack;
}

@Override
public ItemStack removeStackFromSlot(int slot)
{
	ItemStack stack = getStackInSlot(slot);
	this.setInventorySlotContents(slot, null);
	return stack;
}

@Override
public void setInventorySlotContents(int slot, ItemStack stack)
{
	this.inventory[slot] = stack;

	if (stack != null && stack.stackSize > this.getInventoryStackLimit())
	{
		stack.stackSize = this.getInventoryStackLimit();
	}

	this.markDirty();
}

@Override
public String getName()
{
	return null;
}

@Override
public boolean hasCustomName()
{
	return name.length() > 0;
}

@Override
public int getInventoryStackLimit()
{
	return 1;
}

@Override
public void markDirty()
{
	for (int i = 0; i < this.getSizeInventory(); ++i)
	{
		if (this.getStackInSlot(i) != null && this.getStackInSlot(i).stackSize == 0)
		{
			this.inventory[i] = null;
		}
	}
}

@Override
public boolean isUseableByPlayer(EntityPlayer player)
{
	return true;
}

@Override
public void openInventory(EntityPlayer player) {}

@Override
public void closeInventory(EntityPlayer player) {}

@Override
public boolean isItemValidForSlot(int slot, ItemStack stack)
{
	return stack.getItem() instanceof ItemWeapons;
}

public void writeToNBT(NBTTagCompound compound)
{
	NBTTagList items = new NBTTagList();

	for (int i = 0; i < getSizeInventory(); ++i)
	{
		if (getStackInSlot(i) != null)
		{
			NBTTagCompound item = new NBTTagCompound();
			item.setByte("Slot", (byte) i);
			getStackInSlot(i).writeToNBT(item);
			items.appendTag(item);
		}
	}

	compound.setTag(tagName, items);
}

public void readFromNBT(NBTTagCompound compound)
{
	NBTTagList items = compound.getTagList(tagName, compound.getId());

	for (int i = 0; i < items.tagCount(); ++i)
	{
		NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);
		byte slot = item.getByte("Slot");

		if (slot >= 0 && slot < getSizeInventory())
		{
			inventory[slot] = ItemStack.loadItemStackFromNBT(item);
		}
	}
}

@Override
public IChatComponent getDisplayName()
{
	return new ChatComponentText(getName());
}

@Override
public int getField(int id)
{
	return 0;
}

@Override
public void setField(int id, int value) {}

@Override
public int getFieldCount()
{
	return 0;
}

@Override
public void clear()
{
	for (int i = 0; i < inventory.length; ++i)
	{
		inventory[i] = null;
	}
}
}

 

 

 

[spoiler=GUI Overlay]

public class GuiWeaponSlots extends Gui
{
private static final ResourceLocation texture = new ResourceLocation(Reference.MOD_ID + ":textures/gui/weaponSlots.png");

@SubscribeEvent(priority=EventPriority.NORMAL)
public void onRenderGameOverlay(RenderGameOverlayEvent.Post event)
{
	if (event.isCancelable() || event.type != ElementType.HEALTH)
	{
		Minecraft mc = Minecraft.getMinecraft();

		ScaledResolution sr = new ScaledResolution(mc);
            int i = sr.getScaledWidth() / 2;
            InventoryWeapons invWeapons = new InventoryWeapons();
            
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            mc.getTextureManager().bindTexture(texture);
		this.drawTexturedModalRect(i - 121, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		this.drawTexturedModalRect(i + 101, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(0), i - 118, sr.getScaledHeight() - 19);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(1), i + 104, sr.getScaledHeight() - 19);
	}
}
}

 

 

Thanks in advance

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Posted

Like so

// You already have this.
Inventory inventory = new Inventory();
inventory.readFromNBT(somehowGrabPlayerNBT);
// Do rendering

 

Okay so how do I grab the player's NBT? I've tried calling getEntityData, getNBTTagCompound through EntityPlayerSP with Minecraft.getMinecraft().thePlayer.

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Posted

[me=LexManos]mutters something about Capabilities and IItemStackHandler[/me]

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

How are you saving the data?

 

 

 

public class GuiWeaponSlots extends Gui
{
private static final ResourceLocation texture = new ResourceLocation(Reference.MOD_ID + ":textures/gui/weaponSlots.png");

@SubscribeEvent(priority=EventPriority.NORMAL)
public void onRenderGameOverlay(RenderGameOverlayEvent.Post event)
{
	if (event.isCancelable() || event.type != ElementType.HEALTH)
	{
		Minecraft mc = Minecraft.getMinecraft();

		ScaledResolution sr = new ScaledResolution(mc);
            int i = sr.getScaledWidth() / 2;
            InventoryWeapons invWeapons = new InventoryWeapons();
            invWeapons.readFromNBT(mc.thePlayer.getEntityData());
            
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            mc.getTextureManager().bindTexture(texture);
		this.drawTexturedModalRect(i - 121, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		this.drawTexturedModalRect(i + 101, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(0), i - 118, sr.getScaledHeight() - 19);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(1), i + 104, sr.getScaledHeight() - 19);
	}
}
}

 

 

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Posted

How are you saving the data?

 

 

 

public class GuiWeaponSlots extends Gui
{
private static final ResourceLocation texture = new ResourceLocation(Reference.MOD_ID + ":textures/gui/weaponSlots.png");

@SubscribeEvent(priority=EventPriority.NORMAL)
public void onRenderGameOverlay(RenderGameOverlayEvent.Post event)
{
	if (event.isCancelable() || event.type != ElementType.HEALTH)
	{
		Minecraft mc = Minecraft.getMinecraft();

		ScaledResolution sr = new ScaledResolution(mc);
            int i = sr.getScaledWidth() / 2;
            InventoryWeapons invWeapons = new InventoryWeapons();
            invWeapons.readFromNBT(mc.thePlayer.getEntityData());
            
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            mc.getTextureManager().bindTexture(texture);
		this.drawTexturedModalRect(i - 121, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		this.drawTexturedModalRect(i + 101, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(0), i - 118, sr.getScaledHeight() - 19);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(1), i + 104, sr.getScaledHeight() - 19);
	}
}
}

 

 

That would be loading not saving, as LexManos said you should be using the Capability system.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

How are you saving the data?

 

 

 

public class GuiWeaponSlots extends Gui
{
private static final ResourceLocation texture = new ResourceLocation(Reference.MOD_ID + ":textures/gui/weaponSlots.png");

@SubscribeEvent(priority=EventPriority.NORMAL)
public void onRenderGameOverlay(RenderGameOverlayEvent.Post event)
{
	if (event.isCancelable() || event.type != ElementType.HEALTH)
	{
		Minecraft mc = Minecraft.getMinecraft();

		ScaledResolution sr = new ScaledResolution(mc);
            int i = sr.getScaledWidth() / 2;
            InventoryWeapons invWeapons = new InventoryWeapons();
            invWeapons.readFromNBT(mc.thePlayer.getEntityData());
            
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            mc.getTextureManager().bindTexture(texture);
		this.drawTexturedModalRect(i - 121, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		this.drawTexturedModalRect(i + 101, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(0), i - 118, sr.getScaledHeight() - 19);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(1), i + 104, sr.getScaledHeight() - 19);
	}
}
}

 

 

That would be loading not saving, as LexManos said you should be using the Capability system.

Pardon me for my lack of knowledge of this Capability system. But what is it exactly?

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Posted

How are you saving the data?

 

 

 

public class GuiWeaponSlots extends Gui
{
private static final ResourceLocation texture = new ResourceLocation(Reference.MOD_ID + ":textures/gui/weaponSlots.png");

@SubscribeEvent(priority=EventPriority.NORMAL)
public void onRenderGameOverlay(RenderGameOverlayEvent.Post event)
{
	if (event.isCancelable() || event.type != ElementType.HEALTH)
	{
		Minecraft mc = Minecraft.getMinecraft();

		ScaledResolution sr = new ScaledResolution(mc);
            int i = sr.getScaledWidth() / 2;
            InventoryWeapons invWeapons = new InventoryWeapons();
            invWeapons.readFromNBT(mc.thePlayer.getEntityData());
            
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            mc.getTextureManager().bindTexture(texture);
		this.drawTexturedModalRect(i - 121, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		this.drawTexturedModalRect(i + 101, sr.getScaledHeight() - 22, 0, 0, 22, 22);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(0), i - 118, sr.getScaledHeight() - 19);
		mc.getRenderItem().renderItemAndEffectIntoGUI(invWeapons.getStackInSlot(1), i + 104, sr.getScaledHeight() - 19);
	}
}
}

 

 

That would be loading not saving, as LexManos said you should be using the Capability system.

Pardon me for my lack of knowledge of this Capability system. But what is it exactly?

The capability system is the replacment for IEntityExtendedProperties for 1.8+ though if you want infotmation on how to use it you should look at the docs.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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