Posted December 16, 20195 yr I got the human like entity to work but the item holding is not visible until the player interacts the entity. Is there a way that the entity renders the item before the player interact? If not then is there a sample code for it? I made the code so similar to the horse inventory but with only 18 slots. package com.mreyeballs29.issactncore.entity; import com.mreyeballs29.issactncore.Issac29Core; import com.mreyeballs29.issactncore.inventory.InventoryHuman; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityAgeable; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.passive.EntityAnimal; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.SoundEvents; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.util.DamageSource; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; import net.minecraft.util.NonNullList; import net.minecraft.util.ResourceLocation; import net.minecraft.util.SoundEvent; import net.minecraft.util.datafix.DataFixer; import net.minecraft.util.datafix.FixTypes; import net.minecraft.util.datafix.walkers.ItemStackDataLists; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.storage.loot.LootTableList; import net.minecraftforge.common.capabilities.Capability; import net.minecraftforge.common.util.Constants.NBT; import net.minecraftforge.items.CapabilityItemHandler; import net.minecraftforge.items.IItemHandler; import net.minecraftforge.items.wrapper.InvWrapper; public class EntityHuman extends EntityAnimal { public InventoryHuman inventory; private NonNullList<ItemStack> list = NonNullList.withSize(2, ItemStack.EMPTY); private static final ResourceLocation HUMAN_LOOT = LootTableList.register(new ResourceLocation("i29c", "entities/human")); //$NON-NLS-1$ //$NON-NLS-2$ public EntityHuman(World worldIn) { super(worldIn); initHuman(); setSize(0.7F, 1.8F); } public static Coords cords; /** * */ private void initHuman() { InventoryHuman inr = this.inventory; this.inventory = new InventoryHuman("Human"); //$NON-NLS-1$ this.inventory.setCustomName(this.getName()); if (inr != null) { for (int i = 0; i < inr.getSizeInventory(); i++) { ItemStack stack = inr.getStackInSlot(i); if (!stack.isEmpty()) { this.inventory.setInventorySlotContents(i, stack.copy()); } } } this.inventory.setInventorySlotContents(0, this.list.get(0)); this.inventory.setInventorySlotContents(1, this.list.get(1)); this.handler = new InvWrapper(this.inventory); } @Override protected void updateEquipmentIfNeeded(EntityItem itemEntity) { ItemStack stack = itemEntity.getItem(); if (!stack.isEmpty()) { ItemStack stack2 = this.inventory.addItem(stack); if (stack2.isEmpty()) { itemEntity.setDead(); } else { stack.setCount(stack2.getCount()); } } } @Override public ItemStack getHeldItem(EnumHand hand) { if (hand == EnumHand.MAIN_HAND) return this.inventory.getStackInSlot(0); if (hand == EnumHand.OFF_HAND) return this.inventory.getStackInSlot(1); return ItemStack.EMPTY; } @Override public ItemStack getHeldItemMainhand() { return getHeldItem(EnumHand.MAIN_HAND); } @Override public ItemStack getHeldItemOffhand() { return getHeldItem(EnumHand.OFF_HAND); } @Override public boolean canPickUpLoot() { return true; } @Override public EntityAgeable createChild(EntityAgeable ageable) { return new EntityHuman(this.world); } @Override protected void initEntityAI() { this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAIWander(this, 1.25D)); this.tasks.addTask(2, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(3, new EntityAILookIdle(this)); } protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0D); this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.23D); } @Override public void readEntityFromNBT(NBTTagCompound compound) { super.readEntityFromNBT(compound); if (compound.hasKey("Items")) { //$NON-NLS-1$ NBTTagList nbtlist = compound.getTagList("Items", NBT.TAG_COMPOUND); //$NON-NLS-1$ for (int i = 0; i < nbtlist.tagCount(); i++) { NBTTagCompound comp = nbtlist.getCompoundTagAt(i); int slot = comp.getInteger("Slot"); //$NON-NLS-1$ if (slot >= 0 && slot < this.inventory.getSizeInventory()) { this.inventory.setInventorySlotContents(slot, new ItemStack(comp)); } } this.list.set(0, this.inventory.getStackInSlot(0)); this.list.set(1, this.inventory.getStackInSlot(1)); initHuman(); } } @Override public void writeEntityToNBT(NBTTagCompound compound) { super.writeEntityToNBT(compound); NBTTagList nbtlist = new NBTTagList(); for (int i = 0; i < this.inventory.getSizeInventory(); i++) { ItemStack stack = this.inventory.getStackInSlot(i); if (!stack.isEmpty()) { NBTTagCompound tag = new NBTTagCompound(); tag.setInteger("Slot", i); //$NON-NLS-1$ stack.writeToNBT(tag); nbtlist.appendTag(tag); } } compound.setTag("Items", nbtlist); //$NON-NLS-1$ } @Override protected ResourceLocation getLootTable() { return HUMAN_LOOT; } @Override protected SoundEvent getDeathSound() { return SoundEvents.ENTITY_GENERIC_DEATH; } @Override protected SoundEvent getHurtSound(DamageSource damageSourceIn) { return SoundEvents.ENTITY_GENERIC_HURT; } @Override public void setHeldItem(EnumHand hand, ItemStack stack) { if (hand == EnumHand.MAIN_HAND) this.inventory.setInventorySlotContents(0, stack); if (hand == EnumHand.OFF_HAND) this.inventory.setInventorySlotContents(1, stack); } public void setHeldItemMainhand(ItemStack stack) { this.setHeldItem(EnumHand.MAIN_HAND, stack); } public void setHeldOffhand(ItemStack stack) { this.setHeldItem(EnumHand.OFF_HAND, stack); } @Override public void onUpdate() { super.onUpdate(); } @Override public boolean processInteract(EntityPlayer player, EnumHand hand) { if (!super.processInteract(player, hand)) { ItemStack playerItems = player.getHeldItem(hand); if (player.isSneaking() && playerItems.interactWithEntity(player, this, hand) ) { return true; } else if (!this.world.isRemote) { try { cords = new Coords(this.posX, this.posY, this.posZ); player.openGui(Issac29Core.instance, 290, this.world, 0, 0, 0); return true; } catch (RuntimeException nuex) { nuex.printStackTrace(); return false; } } return false; } return true; } @Override public boolean getCanSpawnHere() { IBlockState iblockstate = this.world.getBlockState((new BlockPos(this)).down()); return iblockstate.canEntitySpawn(this) && this.world.getLight(new BlockPos(this)) > 8; } @Override public float getEyeHeight() { return !isChild() ? 1.74f : 0.96f; } private IItemHandler handler; @Override public <T> T getCapability(Capability<T> capability, EnumFacing facing) { if (CapabilityItemHandler.ITEM_HANDLER_CAPABILITY == capability) return (T) this.handler; return super.getCapability(capability, facing); } @Override public boolean hasCapability(Capability<?> capability, EnumFacing facing) { return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || super.hasCapability(capability, facing); } @Override protected void dropEquipment(boolean wasRecentlyHit, int lootingModifier) { for (int i = 0; i < this.inventory.getSizeInventory(); i++) { entityDropItem(this.inventory.getStackInSlot(i), 0f); } } public static void registerFixesHuman(DataFixer dataFixer, Class<?> entityClass) { EntityLiving.registerFixesMob(dataFixer, entityClass); dataFixer.registerWalker(FixTypes.ENTITY, new ItemStackDataLists(entityClass, "Items")); //$NON-NLS-1$ } @Override public boolean replaceItemInInventory(int inventorySlot, ItemStack itemStackIn) { if (inventorySlot < 0 || inventorySlot > 18) return false; this.inventory.setInventorySlotContents(inventorySlot, itemStackIn); return true; } public static class Coords { public double x; public double y; public double z; public Coords(double x, double y, double z) { this.x = x; this.y = y; this.z = z; } } }
December 16, 20195 yr The base issue is that you aren't synchronizing the entity's inventory to the client (it does not happen automatically until the player interacts with the entity). 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.
December 16, 20195 yr Author 4 minutes ago, Draco18s said: The base issue is that you aren't synchronizing the entity's inventory to the client (it does not happen automatically until the player interacts with the entity). Then what should I do when trying to synchronize the entity's inventory to the client?
December 18, 20195 yr Author I don't know which code to put on. Honestly I don't know how to synchronize entity's inventory to the client
December 26, 20195 yr Author On 12/19/2019 at 2:59 AM, diesieben07 said: Your class indirectly extends EntityLiving, which already has an armor and hands inventory, which is synced to the client. Use it instead of making your own. That, It works just fine without your suggestion. I just found out that if a inventory of a # of slots. the first slot would be a main hand, and the second would be the off hand. I cannot access the hands inventory if I use your suggestion. Plus the inventory is only 2 slots.
December 26, 20195 yr Author package com.mreyeballs29.issactncore.entity; import com.mreyeballs29.issactncore.Issac29Core; import com.mreyeballs29.issactncore.inventory.InventoryHuman; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityAgeable; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.IEntityLivingData; import net.minecraft.entity.SharedMonsterAttributes; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.effect.EntityLightningBolt; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.monster.EntityZombie; import net.minecraft.entity.passive.EntityAnimal; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.SoundEvents; import net.minecraft.inventory.IInventory; import net.minecraft.inventory.IInventoryChangedListener; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.util.DamageSource; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; import net.minecraft.util.ResourceLocation; import net.minecraft.util.SoundEvent; import net.minecraft.util.datafix.DataFixer; import net.minecraft.util.datafix.FixTypes; import net.minecraft.util.datafix.walkers.ItemStackDataLists; import net.minecraft.util.math.BlockPos; import net.minecraft.world.DifficultyInstance; import net.minecraft.world.World; import net.minecraft.world.storage.loot.LootTableList; import net.minecraftforge.common.capabilities.Capability; import net.minecraftforge.common.util.Constants.NBT; import net.minecraftforge.items.CapabilityItemHandler; import net.minecraftforge.items.IItemHandler; import net.minecraftforge.items.wrapper.InvWrapper; public class EntityHuman extends EntityAnimal implements IInventoryChangedListener { public InventoryHuman inventory; private static final ResourceLocation HUMAN_LOOT = LootTableList.register(new ResourceLocation("i29c", "entities/human")); //$NON-NLS-1$ //$NON-NLS-2$ public EntityHuman(World worldIn) { super(worldIn); initHuman(); setSize(0.7F, 1.8F); } public static Coords cords; /** * */ private void initHuman() { InventoryHuman inr = this.inventory; this.inventory = new InventoryHuman("Human"); //$NON-NLS-1$ this.inventory.setCustomName(this.getName()); if (inr != null) { this.inventory.removeInventoryChangeListener(this); for (int i = 0; i < inr.getSizeInventory(); i++) { ItemStack stack = inr.getStackInSlot(i); if (!stack.isEmpty()) { this.inventory.setInventorySlotContents(i, stack.copy()); } } } this.inventory.addInventoryChangeListener(this); this.updateItemHeld(); this.handler = new InvWrapper(this.inventory); } private void updateItemHeld() { if (!this.world.isRemote) { this.setHeldItemMainhand(this.inventory.getStackInSlot(0)); this.setHeldItemOffhand(this.inventory.getStackInSlot(1)); } } @Override protected void updateEquipmentIfNeeded(EntityItem itemEntity) { ItemStack stack = itemEntity.getItem(); if (!stack.isEmpty()) { ItemStack stack2 = this.inventory.addItem(stack); if (stack2.isEmpty()) { onItemPickup(itemEntity, stack.getCount()); itemEntity.setDead(); } else { stack.setCount(stack2.getCount()); } } this.updateItemHeld(); } @Override public void onInventoryChanged(IInventory invBasic) { updateItemHeld(); } @Override public boolean canPickUpLoot() { return true; } @Override public EntityAgeable createChild(EntityAgeable ageable) { return new EntityHuman(this.world); } @Override protected void initEntityAI() { this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAIWander(this, 1D)); this.tasks.addTask(2, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(3, new EntityAILookIdle(this)); } protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0D); this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.245D); } @Override public void readEntityFromNBT(NBTTagCompound compound) { super.readEntityFromNBT(compound); if (compound.hasKey("Items")) { //$NON-NLS-1$ NBTTagList nbtlist = compound.getTagList("Items", NBT.TAG_COMPOUND); //$NON-NLS-1$ for (int i = 0; i < nbtlist.tagCount(); i++) { NBTTagCompound comp = nbtlist.getCompoundTagAt(i); int slot = comp.getInteger("Slot"); //$NON-NLS-1$ if (slot >= 0 && slot < this.inventory.getSizeInventory()) { this.inventory.setInventorySlotContents(slot, new ItemStack(comp)); } } } this.updateItemHeld(); } @Override public void writeEntityToNBT(NBTTagCompound compound) { super.writeEntityToNBT(compound); NBTTagList nbtlist = new NBTTagList(); for (int i = 0; i < this.inventory.getSizeInventory(); i++) { ItemStack stack = this.inventory.getStackInSlot(i); if (!stack.isEmpty()) { NBTTagCompound tag = new NBTTagCompound(); tag.setInteger("Slot", i); //$NON-NLS-1$ stack.writeToNBT(tag); nbtlist.appendTag(tag); } } compound.setTag("Items", nbtlist); //$NON-NLS-1$ } @Override protected ResourceLocation getLootTable() { return HUMAN_LOOT; } @Override protected SoundEvent getDeathSound() { return SoundEvents.ENTITY_GENERIC_DEATH; } @Override public void onStruckByLightning(EntityLightningBolt lightningBolt) { EntityZombie zombie = new EntityZombie(this.world); this.world.spawnEntity(zombie); this.setDead(); } @Override protected SoundEvent getHurtSound(DamageSource damageSourceIn) { return SoundEvents.ENTITY_GENERIC_HURT; } public void setHeldItemMainhand(ItemStack stack) { this.setHeldItem(EnumHand.MAIN_HAND, stack); } public void setHeldItemOffhand(ItemStack stack) { this.setHeldItem(EnumHand.OFF_HAND, stack); } @Override public boolean processInteract(EntityPlayer player, EnumHand hand) { if (!super.processInteract(player, hand) && !this.holdingSpawnEggOfClass(player.getHeldItem(hand), this.getClass())) { ItemStack playerItems = player.getHeldItem(hand); if (player.isSneaking() && playerItems.interactWithEntity(player, this, hand)) { return true; } else { cords = new Coords(this.posX, this.posY, this.posZ); player.openGui(Issac29Core.instance, 290, this.world, 0, 0, 0); return true; } } return true; } @Override public boolean getCanSpawnHere() { IBlockState iblockstate = this.world.getBlockState((new BlockPos(this)).down()); return iblockstate.canEntitySpawn(this) && this.world.getLight(new BlockPos(this)) > 8; } @Override public float getEyeHeight() { return !isChild() ? 1.74f : 0.96f; } private IItemHandler handler; @Override public <T> T getCapability(Capability<T> capability, EnumFacing facing) { if (CapabilityItemHandler.ITEM_HANDLER_CAPABILITY == capability) return (T) this.handler; return super.getCapability(capability, facing); } @Override public boolean hasCapability(Capability<?> capability, EnumFacing facing) { return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || super.hasCapability(capability, facing); } @Override protected void dropEquipment(boolean wasRecentlyHit, int lootingModifier) { for (int i = 0; i < this.inventory.getSizeInventory(); i++) { entityDropItem(this.inventory.getStackInSlot(i), 0f); } } public static void registerFixesHuman(DataFixer dataFixer, Class<?> entityClass) { EntityLiving.registerFixesMob(dataFixer, entityClass); dataFixer.registerWalker(FixTypes.ENTITY, new ItemStackDataLists(entityClass, "Items")); //$NON-NLS-1$ } @Override public boolean replaceItemInInventory(int inventorySlot, ItemStack itemStackIn) { if (inventorySlot < 0 || inventorySlot > 18) return false; this.inventory.setInventorySlotContents(inventorySlot, itemStackIn); this.updateItemHeld(); return true; } @Override public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, IEntityLivingData livingdata) { if (this.world.rand.nextInt(100) < 25) { this.setGrowingAge(-24000);} return super.onInitialSpawn(difficulty, livingdata); } public static class Coords { public double x; public double y; public double z; public Coords(double x, double y, double z) { this.x = x; this.y = y; this.z = z; } } } The code has changed. so therefore I extended the living entity to 18 slots, without 4 extra armor slots. Why bother using EntityEquipmentSlot when 18 slots is enough. Do I have to reduce to 2 inventory slots? I saw the code for the AbstactHorse and AbstractChestHorse which those two are synced to the client, and their slots are separate.
December 26, 20195 yr Author Sorry for misclarification, but I saw the code for the AbstactHorse and AbstractChestHorse which those two class that have an inventory are synced to the client. But as for the minecraft chest class is a totally different from the entity living class. I will post these two. [Not copyrighted code but that code was evidence] That is why I made the entity having 18 slots. Edited December 26, 20195 yr by Issac29
December 26, 20195 yr Author 14 minutes ago, Issac29 said: [Not copyrighted code but that code was evidence] That is why I made the entity having 18 slots. That wasn't copyright. It was actual evidence. The only downfall with the 6 equipment slots is you can neither access them with a container nor a GUI. Also please don't delete evidence unless if is it not evidence.
December 26, 20195 yr Author 18 minutes ago, diesieben07 said: Untrue. Then How do I make the container with just 6 inventory slots but they don't implement the IInventory interface.
December 26, 20195 yr Please read the documentation here. It should help in getting started with the implementing IItemHandler capability. Edited December 26, 20195 yr by DeathSpawn grammar
December 26, 20195 yr You're supposed to sync the data to the client because by default, I don't think the data is synced to the client. This part of the documentation explains it. So basically, you have to sync it yourself using packets. Edited December 26, 20195 yr by DeathSpawn more info
December 26, 20195 yr Author Oh, I get it. You have to implement the IItemHandler capacity. Where is the IItemHandler capability used in.
December 26, 20195 yr You have to make the Entitiy class implement ICapabilityProvider which lets Forge know it's using Capabilities. Then you have to initialise an ItemStackHandler. Example from a TileEntity from one my previous projects: private ItemStackHandler inventory = new ItemStackHandler(4); In the get capability method, you check if the capability wanted is a CapabilityItemHandler.ITEM_HANDLER_CAPABILITY and return the ItemStackHandler. In the has capability method, you check if the capability wanted is a CapabilityItemHandler.ITEM_HANDLER_CAPABILITY and return true. Example Code: @Override public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing) { return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || capability == CapabilityEnergy.ENERGY || super.hasCapability(capability, facing); } @Nullable @Override public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) { if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return (T) this.inventory; else if (capability == CapabilityEnergy.ENERGY) return (T) this.energy; else return super.getCapability(capability, facing); } I am just a newbie so sorry if any of the information provided is wrong. I am only speaking from past experience since I had a similar problem with tileentities. Edited December 26, 20195 yr by DeathSpawn grammar
December 26, 20195 yr Author Alright then how do I access the Itemstack handler or IItemhandler if the container requires an old inventory or a gui.
December 26, 20195 yr Author Lastly how do I make sure that the player can interact the entity inventory with only id, player, world, x, y, and z parameters.
December 27, 20195 yr Author Yes, and no. Yes for already for override the process Interact method but no for the open GUI method. The method NetworkRegistry.INSTANCE.registerGuiHandler requires a gui server and gui client but they require parameters world, x, y, z. x, y, z are integers. How on earth do I access the entity gui with only these methods. Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z); Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z);
December 27, 20195 yr Author The problem is sometimes the entity is not spawned in the world yet and not the mention they might have the wrong items.
December 27, 20195 yr Author NetworkRegistry.INSTANCE.registerGuiHandler(Issac29Core.instance, new IGuiHandler() { @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { try { Entity entity = world.getEntityByID(EntityList.getID(EntityHuman.class)); return new ContainerHuman(player.inventory, ((EntityHuman)entity).inventory, (EntityHuman)entity); } catch (ClassCastException ccex) { ccex.printStackTrace(); return null; } } @Override public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { try { Entity entity = world.getEntityByID(EntityList.getID(EntityHuman.class)); return new GuiHuman(player.inventory, ((EntityHuman)entity).inventory, (EntityHuman)entity); } catch (ClassCastException ccex) { ccex.printStackTrace(); return null; } } }); Alright I found out that the Id was made was 38 that executed in the world.getEntityById(38) returns a wrong entity [12:19:39] [Client thread/INFO] [i29c]: 38 [12:19:39] [Client thread/INFO] [i29c]: null [12:19:39] [Server thread/INFO] [i29c]: 38 [12:19:39] [Server thread/INFO] [i29c]: EntityCreeper['Creeper'/38, l='[]', x=-314.49, y=46.00, z=-326.83] .
December 27, 20195 yr Author Just now, diesieben07 said: What on earth are you doing?! Catch exceptions and prevent minecraft to crash in case of runtime exceptions. 1 hour ago, diesieben07 said: Use Entity#getEntityId and World#getEntityByID. Ok I got that.
December 27, 20195 yr Author 19 minutes ago, diesieben07 said: Don't just catch random exceptions without having a reason for it and a proper recovery strategy. Errors happen all the time. Also I removed ClassCastException because there is no reason. NetworkRegistry.INSTANCE.registerGuiHandler(Issac29Core.instance, new IGuiHandler() { @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { EntityHuman human = (EntityHuman) world.getEntityByID(ID); return new ContainerHuman(player.inventory, human.inventory, human); } @Override public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { EntityHuman human = (EntityHuman) (world.getEntityByID(ID)); return new GuiHuman(player.inventory, human.inventory, human); } });
December 27, 20195 yr 15 minutes ago, Issac29 said: Errors happen all the time. There are four kinds of exceptions: Fatal. They aren't your fault and there's nothing you can do about it. Let the program crash. Vexing. They are the result of unfortunate design decisions. Avoid them if you can. If you can't, catch is vexing exceptions. Exogenous. They are the result of untidy external realities impinging upon your beautiful, crisp program logic. Try it and be prepared to handle the unfortunate realities. Boneheaded. These are your own damn fault. These are bugs. Never catch these. Fix your code so that it never triggers a boneheaded exception. A ClassCastException is #4 Edited December 27, 20195 yr by Draco18s 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.
December 27, 20195 yr Author 4 minutes ago, Draco18s said: There are four kinds of exceptions: Fatal. They aren't your fault and there's nothing you can do about it. Let the program crash. Vexing. They are the result of unfortunate design decisions. Avoid them if you can. If you can't, catch is vexing exceptions. Exogenous. They are the result of untidy external realities impinging upon your beautiful, crisp program logic. Try it and be prepared to handle the unfortunate realities. Boneheaded. These are your own dang fault. These are bugs. Never catch these. Fix your code so that it never triggers a boneheaded exception. A ClassCastExeception is #4 1. what about runtime, null pointer, arraystore, array out of index, and index out of bounds. 23 minutes ago, Issac29 said: Also I removed ClassCastException because there is no reason. 2. @Draco18s I know that by since 2 hours ago from this post.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.