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Posted

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?

Posted (edited)

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 by Draco18s

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Posted
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

Posted
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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