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[1.12] Forge(2443) | PlayerInteractEvent


BeStar

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Hello,

I'm currently whriting on a basic mod for Minecraft.
While playing with the events of Minecraft i noticed, that the PlayerInteractEvent.RightClickBlock is fiered four times. Why?

Here is my Code:

package de.bestar.intensiveengineering.addons;

import de.bestar.intensiveengineering.Reference;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@Mod.EventBusSubscriber(modid = Reference.modId)
public class MyEventHandler {

    @SubscribeEvent
    public static void BlockRightClickEvent(PlayerInteractEvent.RightClickBlock event) {
        System.out.println("\n\nBlock\n");
    }

}
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This is my Log:

 

[12:13:01] [main/INFO] [STDOUT]: [de.bestar.intensiveengineering.addons.MyEventHandler:BlockRightClickEvent:21]: 

Block

[12:13:01] [main/INFO] [STDOUT]: [de.bestar.intensiveengineering.addons.MyEventHandler:BlockRightClickEvent:21]: 

Block

[12:13:01] [Server thread/INFO] [STDOUT]: [de.bestar.intensiveengineering.addons.MyEventHandler:BlockRightClickEvent:21]: 

Block

[12:13:01] [Server thread/INFO] [STDOUT]: [de.bestar.intensiveengineering.addons.MyEventHandler:BlockRightClickEvent:21]: 

Block

 

2 times for the Client

and 2 times for the logical Server? Why?

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6 minutes ago, BeStar said:

Hello,

I'm currently whriting on a basic mod for Minecraft.
While playing with the events of Minecraft i noticed, that the PlayerInteractEvent.RightClickBlock is fiered four times. Why?

Here is my Code:


package de.bestar.intensiveengineering.addons;

import de.bestar.intensiveengineering.Reference;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@Mod.EventBusSubscriber(modid = Reference.modId)
public class MyEventHandler {

    @SubscribeEvent
    public static void BlockRightClickEvent(PlayerInteractEvent.RightClickBlock event) {
        System.out.println("\n\nBlock\n");
    }

}

I think it's fired twice for CLIENT and twice for SERVER, add 

@SideOnly(Side.CLIENT)

above EventBusSubscriber

 

And make a counter of clicks, when the button is pressed, increase it by one and when it's 1, reset it to 0, only proceed when the counter is 0.

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4 hours ago, MGlolenstine said:

Sorry for being wrong I guess...

There's a reason this thread exists:

 

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.

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10 minutes ago, MGlolenstine said:

Sorry didn't know that you others prefer Proxies :D

It has nothing to do with preference, it has everything to do with logical sides vs. physical sides.

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.

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Finally i replaced it with:

 

@SubscribeEvent
public static void BlockRightClickEvent(PlayerInteractEvent.RightClickBlock event) {
    // client side
    if (event.getWorld().isRemote) {
        if (event.getHand().equals(EnumHand.MAIN_HAND)) {
        }
        else {
        }
    }
    // server side
    else {
        if (event.getHand().equals(EnumHand.MAIN_HAND)) {
        }
        else {
        }
    }
}
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