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[Solved] How To register Events


DeathSpawn

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I have a Event Handler and I would like to register it. Does it matter in which FMLInitializationEvent I put in?

 

Main Mod class

@Mod(name = Reference.MOD_NAME, modid = Reference.MOD_ID, version = Reference.VERSION, acceptedMinecraftVersions = "1.12.2")
public class GemEnchantmentMod {

	static {
		FluidRegistry.enableUniversalBucket();
	}

	@SidedProxy(clientSide = Reference.CLIENT_PROXY, serverSide = Reference.SERVER_PROXY)
	public static CommonProxy proxy;

	public static final SimpleNetworkWrapper INSTANCE = NetworkRegistry.INSTANCE.newSimpleChannel("edm");

	@Instance
	public static GemEnchantmentMod instance;

	public static GemEnchantmentModCreativeTab mainTab = new GemEnchantmentModCreativeTab("mainGemEnchantmentMod",
			new ItemStack(ModItems.fireGem, 1));

	@EventHandler
	public static void PreInit(FMLPreInitializationEvent event) {
	}

	@EventHandler
	public static void Init(FMLInitializationEvent event) {
		proxy.init();
	}

	@EventHandler
	public static void PostInit(FMLPostInitializationEvent event) {

	}

}

 

EventHandler class

public class EventHandler {
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent(priority=EventPriority.NORMAL, receiveCanceled=true)
	public void onEvent(RenderGameOverlayEvent.Pre event)
	{
		if (event.getType() == ElementType.ALL)
		{
			
			EntityPlayer thePlayer = Minecraft.getMinecraft().player;
			
			if (thePlayer.isInsideOfMaterial(ModMaterials.ENCHANTED))
			{	
				drawFluidOverlay(ModFluids.enchantedFluid.getColor(), 0.2F);
			}			
		}
	}
  		
    /**
     * Draws a rectangle with the specified color
     */
	@SideOnly(Side.CLIENT)
     public static void drawFluidOverlay(int parColor, float parAlpha)
    {	
		int left = 0;
		int top = 0;
		int right = Minecraft.getMinecraft().displayWidth;
		int bottom = Minecraft.getMinecraft().displayHeight;
 		Color color = Color.GREEN;
        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferbuilder = tessellator.getBuffer();
        GlStateManager.enableBlend();
        GlStateManager.disableTexture2D();
        GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
        GlStateManager.color(color.getRed(), color.getGreen(), color.getBlue(), parAlpha);
        bufferbuilder.begin(7, DefaultVertexFormats.POSITION);
        bufferbuilder.pos(left, bottom, 0.0D).endVertex();
        bufferbuilder.pos(right, bottom, 0.0D).endVertex();
        bufferbuilder.pos(right, top, 0.0D).endVertex();
        bufferbuilder.pos(left, top, 0.0D).endVertex();
        tessellator.draw();
        GlStateManager.enableTexture2D();
        GlStateManager.disableBlend();
    }
	
}

 

Edited by DeathSpawn
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