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Posted

I want to make it so that the player can move around while they are in their inventory screen. I currently have this:

@SubscribeEvent
public static void keyboardKey(final GuiScreenEvent.KeyboardKeyEvent event) {
	if (event.getGui() instanceof InventoryScreen || event.getGui() instanceof CreativeScreen) {

		ClientPlayerEntity player = Minecraft.getInstance().player;
		if (Minecraft.getInstance().gameSettings.keyBindForward.isPressed()) LOGGER.log("Forward!");
		if (Minecraft.getInstance().gameSettings.keyBindBack.isPressed()) LOGGER.log("Back!");
		if (Minecraft.getInstance().gameSettings.keyBindLeft.isPressed()) LOGGER.log("Left!");
		if (Minecraft.getInstance().gameSettings.keyBindRight.isPressed()) LOGGER.log("Right!");
		if (Minecraft.getInstance().gameSettings.keyBindJump.isPressed() && player.onGround) player.jump();
	}
}

but I have no idea how to simulate moving the character to the left, right, forward, or back (jumping works when holding, but it stops when I leave the inventory). I have tried searching for the vanilla class that controls player movement but to no avail. Any help would be appreciated.

Posted (edited)

Check out ClientPlayerEntity::movementInput.

Edited by DavidM

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Posted
On 1/9/2020 at 12:15 AM, DavidM said:

Check out ClientPlayerEntity::movementInput.

I changed everything to this:

@SubscribeEvent
public static void keyboardKey(final GuiScreenEvent.KeyboardKeyEvent event) {
	if (event.getGui() instanceof InventoryScreen || event.getGui() instanceof CreativeScreen) {
		ClientPlayerEntity player = Minecraft.getInstance().player;
		if (Minecraft.getInstance().gameSettings.keyBindForward.isPressed()) player.movementInput.forwardKeyDown = true;
		if (Minecraft.getInstance().gameSettings.keyBindBack.isPressed()) player.movementInput.backKeyDown = true;
		if (Minecraft.getInstance().gameSettings.keyBindLeft.isPressed()) player.movementInput.leftKeyDown = true;
		if (Minecraft.getInstance().gameSettings.keyBindRight.isPressed()) player.movementInput.rightKeyDown = true;
		if (Minecraft.getInstance().gameSettings.keyBindJump.isPressed()) player.movementInput.jump = true;
		if (Minecraft.getInstance().gameSettings.keyBindSprint.isPressed()) player.setSprinting(true);
	}
}

but nothing is happening when I try it.

  • 2 weeks later...
Posted

Can't you just subscribe to the open GUI event and replace the screen with one that overrides Screen#isPauseScreen to return false?

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  • 3 weeks later...
Posted
On 1/26/2020 at 2:43 AM, Cadiboo said:

Can't you just subscribe to the open GUI event and replace the screen with one that overrides Screen#isPauseScreen to return false?

How would I go about doing that

Posted

Subscribing: https://mcforge.readthedocs.io/en/1.15.x/events/intro/

Personally I would PR a hook to avoid incompatibilities with other mods that replace the screen.

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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