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Posted

The code in question is the following:

@SubscribeEvent public void onTick(TickEvent.PlayerTickEvent event) {
	if (event.phase != TickEvent.Phase.START) return; // see EntityPlayer.onUpdate
        if (event.side != Side.CLIENT) return; // only work on the player if it is a EntityPlayerSP
        if (doSomething((EntityPlayerSP) event.player)) {
            doSomethingElse();
        }
}

According to the PlayerTickEvent class:

super(Type.PLAYER, player instanceof EntityPlayerMP ? Side.SERVER : Side.CLIENT, phase);

It should automatically set the 'Side' enum accordingly, so why is the cast error occuring? I'm checking already for if it is a Side.Client, which would mean a EntityPlayerSP only.

I am a human and this action was performed manually. Please contact Frontear if you have any questions or concerns.

  • Author
2 hours ago, diesieben07 said:

Incorrect. The base class for client players is AbstractClientPlayer, which is parent class for EntityPlayerSP and EntityOtherPlayerMP. If you want to check for EntityPlayerSP do an instanceof check, that is it's purpose. Do not abuse other conditions in place of a necessary instanceof check.

I'm curious then, what is the purpose of EntityPlayerMP in the super constructor? I see that EntityPlayerSP is your player, EntityOtherPlayerMP is everyone else on a multiplayer/server connection. What's EntityPlayerMP purpose? Additionally, when should a side check be used?

I am a human and this action was performed manually. Please contact Frontear if you have any questions or concerns.

1 hour ago, Frontear said:

I'm curious then, what is the purpose of EntityPlayerMP in the super constructor? I see that EntityPlayerSP is your player, EntityOtherPlayerMP is everyone else on a multiplayer/server connection. What's EntityPlayerMP purpose? Additionally, when should a side check be used?

 

  • EntityPlayerMP is used for all players on the server side.
  • EntityPlayerSP is used for the controlling player on the client side.
  • EntityOtherPlayerMP is used for all other players on the client side.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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