Posted August 19, 20178 yr I use this code to replace item in hotbar slot ((EntityPlayer) entity).inventory.setInventorySlotContents(5, new ItemStack(example.block, 1)); and this works, but if I use this item(RClick) it go back to the previous state. But! If I open inventory and pick it and put in any slot it won`t go back to the previous state after RClick.
August 19, 20178 yr Author int selSlot = ((EntityPlayer) entity).inventory.currentItem ; if (entity.capabilities.isCreativeMode) { if (entity.inventory.getCurrentItem() != null && entity.inventory.getCurrentItem().getItem() == expand20.block) { if (true) { if (entity instanceof EntityPlayer) ((EntityPlayer) entity).inventory.setInventorySlotContents(selSlot, new ItemStack(expand10.block, 1)); } } }
August 19, 20178 yr Author Bigger code slice public class KeyHandlerClass { private static final String desc = "Previous range"; private static final int keyValues = Keyboard.KEY_LBRACKET; private final KeyBinding keys; public KeyHandlerClass() { keys = new KeyBinding(desc, keyValues, "World Edit helpers"); ClientRegistry.registerKeyBinding(keys); } @SubscribeEvent public void onKeyInput(InputEvent.KeyInputEvent event) { if (!FMLClientHandler.instance().isGUIOpen(GuiChat.class)) { if (keys.isPressed()) { EntityPlayer entity = Minecraft.getMinecraft().thePlayer; MinecraftServer server = FMLCommonHandler.instance().getMinecraftServerInstance(); World world = server.worldServers[0]; int selSlot = ((EntityPlayer) entity).inventory.currentItem ; if (entity.capabilities.isCreativeMode) { if (entity.inventory.getCurrentItem() != null && entity.inventory.getCurrentItem().getItem() == expand20.block) { if (true) { if (entity instanceof EntityPlayer) ((EntityPlayer) entity).inventory.setInventorySlotContents(selSlot, new ItemStack(expand10.block, 1)); } } } } } } } } Edited August 19, 20178 yr by TANDEROID
August 19, 20178 yr Author 2 minutes ago, diesieben07 said: What you are doing there is known as reaching across logical sides and it's a very bad idea. If you want a key binding to trigger a server-side action you must send packets. Sorry, but the most of this code isn`t mine, I use ModCreator, so I understend not more the 20% of that. I just want to solve this problem. So, my problem was called by reaching across logical sides, or the reason not here?
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