Posted February 11, 20178 yr I have in my code this line: if (!(block instanceof BlockLiquid)){ while the block is block the player is currently standing in Block block = worldIn.getBlockState(player.getPosition()).getBlock(); and i'm trying to test if the player is standing in any liquid for example water/lava/oil... It seems to work, but only server-side not client-side and only on vanilla liquids - lava and water with liquids from other mods it doesn't detect liquid at all please hep me thanks Edited February 11, 20178 yr by Villfuk02
February 11, 20178 yr Author because the item is supposed to not work in water, but it still does-client side and removes durability, updates model and other things and reverts back to it's supposed state when it syncs with the server, so the durability bar jumps back and forth, etc.
February 11, 20178 yr Mod fluid Blocks implement IFluidBlock. If it's only working on one side, you're likely doing something wrong. Post your code. 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.
February 11, 20178 yr Author @Override public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) { ItemStack stack = player.getHeldItem(hand); IDetector detector = stack.getCapability(DetectorProvider.DETECTOR_CAP, null); detector.setFound(false); Block block = worldIn.getBlockState(player.getPosition()).getBlock(); int x = 0; int y = 0; int z = 0; if (!(block instanceof BlockLiquid)){ Utils.getLogger().info("No Liquid"); int batteryMulti = 0; int coilMulti = 0; int rodMulti = 0; int displayMulti = 0; if (stack.getItemDamage() < maxDamage - 2500){ switch(detector.getCoil()){ case 0: Scan(pos, worldIn, false, stack, generateScan(-1, 1, 1, generateScan(0, 1, 2))); break; case 1: Scan(pos, worldIn, false, stack, generateScan(-2, 0, 0,generateScan(-1, 1, 2,generateScan(0, 2, 3)))); break; case 2: Scan(pos, worldIn, false, stack, generateScan(-2, 1, 2,generateScan(-1, 2, 3,generateScan(0, 3, 4)))); break; case 3: Scan(pos, worldIn, false, stack,generateScan(-2, 1, 2,generateScan(-1, 2, 3,generateScan(0, 2, 3,generateScan(1, 2, 3,generateScan(2, 1, 2)))))); break; case 4: Scan(pos, worldIn, true, stack, generateScan(-2, 0, 0,generateScan(-1, 1, 2,generateScan(0, 2, 3)))); break; case 5: Scan(pos, worldIn, false, stack, generateScan(-5, 0, 0,generateScan(-4, 1, 1,generateScan(-3, 1, 1,generateScan(-2, 1, 2,generateScan(-1, 1, 2,generateScan(0, 1, 2))))))); break; } if(detector.getBattery() < BatteryTypes.values().length) batteryMulti = BatteryTypes.values()[detector.getBattery()].getMulti(); if(detector.getRod() < RodTypes.values().length) rodMulti = RodTypes.values()[detector.getRod()].getMulti(); if(detector.getCoil() < CoilTypes.values().length) coilMulti = CoilTypes.values()[detector.getCoil()].getMulti(); if(detector.getDisplay() < DisplayTypes.values().length) displayMulti = DisplayTypes.values()[detector.getDisplay()].getMulti(); stack.damageItem((batteryMulti * coilMulti * rodMulti * displayMulti) / efficiency, player); if (detector.getIntegrity() > 2000) detector.setIntegrity(detector.getIntegrity() -(((detector.getIntegrity() - 2000) * RodTypes.values()[detector.getRod()].getIntegrity()) / (use_integrity_divider * 5))); } else { stack.damageItem(maxDamage - stack.getItemDamage(), player); } } else { Utils.getLogger().info("Liquid"); } return super.onItemUse(player, worldIn, pos, hand, facing, hitX, hitY, hitZ); } public List<BlockPos> generateScan(int y, int radius, int max){ List<BlockPos> modifiers = new ArrayList(); for(int x = 0 - radius; x <= radius; x++){ for(int z = 0 - radius; z <= radius; z++){ if(Math.abs(x) + Math.abs(z) <= max) modifiers.add(new BlockPos(x, y, z)); } } return modifiers; } public List<BlockPos> generateScan(int y, int radius, int max, List<BlockPos> modifiers){ for(int x = 0 - radius; x <= radius; x++){ for(int z = 0 - radius; z <= radius; z++){ if(Math.abs(x) + Math.abs(z) <= max) modifiers.add(new BlockPos(x, y, z)); } } return modifiers; } public void Scan(BlockPos pos, World world, Boolean ultraSound, ItemStack stack, List<BlockPos> modifiers){ IDetector detector = stack.getCapability(DetectorProvider.DETECTOR_CAP, null); for (int i = 0; i < modifiers.size(); i++) { BlockPos scanBlock = new BlockPos(pos.getX() + modifiers.get(i).getX(), pos.getY() + modifiers.get(i).getY(), pos.getZ() + modifiers.get(i).getZ()); if (world.getBlockState(scanBlock).getBlock().equals(ModBlocks.archeology_dirt)){ if(ultraSound && ArcheologyDirt.getIntFromState(world.getBlockState(scanBlock)) != 0 && ArcheologyDirt.getIntFromState(world.getBlockState(scanBlock)) != 14){ detector.setFound(true); detector.setDistance(scanBlock.distanceSqToCenter(pos.getX(), pos.getY(), pos.getZ())); detector.setType(EnumHandler.Types.getTypeId(ArcheologyDirt.getTypeFromMeta(ArcheologyDirt.getIntFromState((world.getBlockState(scanBlock)))))); detector.setDirection(getDirection(modifiers.get(i))); } else if(ArcheologyDirt.getMetalFromMeta(ArcheologyDirt.getIntFromState(world.getBlockState(scanBlock)))){ detector.setFound(true); detector.setDistance(scanBlock.distanceSqToCenter(pos.getX(), pos.getY(), pos.getZ())); detector.setType(EnumHandler.Types.getTypeId(ArcheologyDirt.getTypeFromMeta(ArcheologyDirt.getIntFromState((world.getBlockState(scanBlock)))))); detector.setDirection(getDirection(modifiers.get(i))); } } } } Here's the method i call the check in, hope you can find something
February 11, 20178 yr I suspect you're running into the discrepancy between EntityPlayerMP#getPosition and EntityPlayerSP#getPosition. The former adds 0.5 to the y coordinate and uses the x and z coordinates as-is, but the latter adds 0.5 to every coordinate. I don't really know why Mojang chose to do this. You'll likely want to use the BlockPos(Entity) constructor instead, this won't add any offsets to the entity's coordinates. 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.
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.