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Posted (edited)

I made a chewing gum for my mod. It's not getting used up when you eat it. I wanted to introduce a chance that it's randomly swallowed. I tried using java.util.Random#nextInt and it seemed to work fine until I noticed the stacksize and burp sounds glitching. I'm assuming the random number on the client is not the same as on the server.

Here's my code:


public class ChewedGum extends ItemFood {
	
	private static final int CHANCE_SWALLOW_ONE_OF = 3;

	...
	
	@Override
	@Nullable
	public ItemStack onItemUseFinish(ItemStack stack, World worldIn,
			EntityLivingBase entityLiving) {

        if (entityLiving instanceof EntityPlayer){
        	EntityPlayer player = (EntityPlayer)entityLiving;
        	
        	if(new Random().nextInt(CHANCE_SWALLOW_ONE_OF) == 0) {
        		--stack.stackSize;
        		worldIn.playSound((EntityPlayer)null, player.posX, player.posY, player.posZ, SoundEvents.ENTITY_PLAYER_BURP, SoundCategory.PLAYERS, 0.5F, worldIn.rand.nextFloat() * 0.1F + 0.9F);
        	}
        }
		return stack;
	}

	...
}

 

Is there a way to get the same random number on both ends?

 

Edited by grexter
Posted

Not sure exactly storing the seed in the NBT would work well.  Main reason is that setting the seed, and then asking for a random number will give the same random number over and over.  It may be better to have the server entirely in control, telling the client when to play the burp sound.

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