Jump to content

1.10 interaction event fired 4 times.


Raycoms

Recommended Posts

Hello, we previously used the

 

    @SubscribeEvent

    public void onPlayerInteract(@NotNull PlayerInteractEvent event)

    { }

 

in order to analyze if a player should be able to place a block (in 1.8.9 and 1.7)

 

but in 1.10 it seems like this event is fired 4 times each time the player right clicks with a block, is there a better event now?

Link to comment
Share on other sites

Don't subscribe to

PlayerInteractEvent

itself, subscribe to the appropriate sub-event; e.g.

PlayerInteractEvent.RightClickBlock

.

 

The sub-events of

PlayerInteractEvent

are fired once per hand per side, which is why you see the event being fired four times when the player right clicks.

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I invested a total of £65,000 with a company that ultimately became a scam. The journey began when I made my first deposit of £15,000, driven by promises of high returns and secure investments. Encouraged by what seemed to be a growing balance, I invested an additional £20,000, believing I was making a wise financial decision. At first, I saw some profits, which only reinforced my trust in the company. However, when I attempted to withdraw some of my earnings, I was met with unexpected resistance. The company told me that I needed to set a target of £50,000 to make any withdrawals. This request seemed reasonable at the time, so I complied. To reach this target, I made yet another deposit of £15,000, bringing my total investment to £50,000. After achieving the target, I was eager to access my funds. Unfortunately, when I submitted my withdrawal request, it was denied without a clear explanation. Instead, I was informed that I needed to pay an additional amount to unlock my funds. This was incredibly frustrating and felt like a trap, but desperate to recover my money, I reluctantly paid £15,000 more. At this point, my total investment had escalated to £65,000, and I felt completely trapped in a situation I never intended to be in. Feeling defeated and anxious, I began searching for solutions online. During this search, I came across TECH CYBER FORCE RECOVERY, a company that had successfully assisted others in retrieving their lost funds from similar scams. Intrigued by the positive testimonials, I decided to give them a chance. From the very first consultation, I was impressed by their professionalism and expertise. The team at TECH CYBER FORCE RECOVERY took the time to understand my situation thoroughly. They guided me through every step of the recovery process, ensuring I was informed and involved throughout. Their transparent communication and expert advice gave me a renewed sense of hope. With their help, I learned about my legal rights and the steps I could take to increase my chances of recovering my investment. TECH CYBER FORCE RECOVERY's dedication to my case was evident, and I felt supported at every turn. Eventually, thanks to their tireless efforts and expertise, I was able to recover my funds. Looking back, I realize how crucial it is to be cautious when investing. My experience taught me valuable lessons about due diligence and the importance of seeking professional help when faced with financial difficulties. I wholeheartedly recommend TECH CYBER FORCE RECOVERY to anyone who finds themselves in a similar predicament. Their support made all the difference in my journey to reclaim my money. WEBSITE.W.W.W.techcyberforcerecovery.info       EMAIL. .T.e.c.h.c.y.be..rs.f..o.r.c.e.r.e.c.o.v.e.r.y.@.c.y.b.e.r.s.e.r.v.i.c.e.s..c.o.m
    • You can try other builds of Quark/Zeta
    • Hello all, I recently tried to upgrade my Minecraft mod to version 1.21.3, and I seem to have a problem with the `RenderSystem#setShaderColor` method. Here is how the screen is usually supposed to look like: Here is how it looks at present: To further explain, the note labels atop of the note buttons are colored cyan (here) using `RenderSystem#setShaderColor`. The note buttons and labels get their colors from their native texture - white. This means that even though I set the coloring to apply to the label (top), it is applied to the button (bottom). What I conclude is happening then, in essence, is that this method (at least for my case) does not color the blit after - but rather the blit before..?  This also blocks me from later resetting the shader, as I need to set it back to white before the blitting is done, and not when it's done. So like... what? I've tested this further with other components that require this method, and this preceding-like behavior seems to be pretty consistent for them too.   I should mention that all the snippets I am about to show have all worked in past versions. In my class `ClientUtil`, the following methods are defined: public static void setShaderColor(final Color color, final float alpha) { RenderSystem.setShaderColor( color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, alpha ); } public static void setShaderColor(final Color color) { setShaderColor(color, 1); } public static void resetShaderColor() { setShaderColor(Color.WHITE); } //... public static RenderType guiRT(final ResourceLocation loc) { return RenderType.guiTextured(loc); } And here is the snippet from `NoteButtonRenderer#renderNote` using it: // "Note" here refers to those symbols in the middle of a note button protected void renderNote(final GuiGraphics gui, final InstrumentThemeLoader themeLoader) { final int noteWidth = noteButton.getWidth()/2, noteHeight = noteButton.getHeight()/2; ClientUtil.setShaderColor((noteButton.isPlaying() && !foreignPlaying) ? themeLoader.notePressed() : themeLoader.noteReleased() ); gui.blit(ClientUtil::guiRT, noteTextureProvider.get(), noteButton.getX() + noteWidth/2, noteButton.getY() + noteHeight/2, 0, 0, noteWidth, noteHeight, noteWidth, noteButton.getHeight()/2 ); ClientUtil.resetShaderColor(); } You may find the full source here. The odd thing is that Minecraft does seem to use this method the regular way I showed, for instance `SkyRenderer#renderSkyDisc` (not sure if I'l allowed to paste it). Could it be that I'm doing something wrong that leads to this issue..? I'm really stumped on this one.  I couldn't really find any change logs or documentation for this rendering API (even in this Fabric blog post), so I'm sorry if this seems obvious or anything.  Either way, any help would be appreciated.
    • This did work. rip Quark Thank you
    • It says Quark Requires zeta. do i just remove Quark? https://mclo.gs/cq799kI
  • Topics

×
×
  • Create New...

Important Information

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