Posted July 14, 20178 yr I've made a custom fluid which extends BlockFluidClassic and has Material.WATER, because I want the player to swim and drown in it (which is working fine). But that also means that: There's a blue overlay when the player is underwater Blue splash and bubble particles spawn when swimming I can't seem to pin down where these effects happen, or whether there's a way to cancel/override them. Can anyone suggest a way to change these effects, or simply point me to the code that controls them so I can investigate?
July 14, 20178 yr Both of those are also handled by the entity being in the water Materia.WATER. Or at least, the particles are. It's waaaay up in the Entity class, IIRC. Edited July 14, 20178 yr by Draco18s 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.
July 14, 20178 yr 11 minutes ago, Jay Avery said: There's a blue overlay when the player is underwater There is a RenderBlockOverlayEvent that allows you to handle the overlay and I remember there was a PR to address the "in-liquid fog" color too. Particles... Yeah, what Draco said. Hardcoded in the Entity::doWaterSplashEffect
July 15, 20178 yr Author 2 hours ago, Draco18s said: Both of those are also handled by the entity being in the water Materia.WATER. Or at least, the particles are. It's waaaay up in the Entity class, IIRC. I knew that because they happened when I gave the block Material.WATER, I just wanted to know exactly where they happened to see if there was any way to change or cancel them with events. 1 hour ago, V0idWa1k3r said: There is a RenderBlockOverlayEvent that allows you to handle the overlay and I remember there was a PR to address the "in-liquid fog" color too. Particles... Yeah, what Draco said. Hardcoded in the Entity::doWaterSplashEffect Thanks, that event is half of my solution. I don't see a method by that name in Entity, but I think I tracked down water particles to Entity#resetHeight, which gets called from Entity#handleWaterMovement. In any case, nothing I can cancel or interfere with - I guess I'll just put up with water bubbles.
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