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[1.15.2] [SOLVED!] Stop player tick event running as both server and client


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Posted (edited)

I am using a Tick event as a cooldown timer and am getting outputs from both client and server, breaking my timer length.

In this code, cooldown is printing twice every tick and incrementing both times, breaking my speed.

 

@SubscribeEvent
	public static void playerTick(TickEvent.PlayerTickEvent event) {
		cooldown++;
		System.out.println(cooldown);
	}

 

I know I'm missing something obvious here, is there anyway I can only get one of the two?

 

Thank you for your help.

Edited by ultra_reemun
Solved!
Posted

Check for only one side and don't increment your counter if its on the wrong side?

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.

 

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Posted
21 minutes ago, Draco18s said:

Check for only one side and don't increment your counter if its on the wrong side?

Thanks for the suggestion! I'm new to modding, do you know how I would check for only one side?

Posted
36 minutes ago, ultra_reemun said:

Thanks for the suggestion! I'm new to modding, do you know how I would check for only one side?

You check for logical sides by using World::isRemote. if it is false the world is on the logical server if it is true you are on the logical client.

  • Thanks 1

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Posted (edited)

You could also set the sides of your event bus subscriber to prevent your subscribers from being loaded on a specific side.

My bad.

Edited by DavidM
  • Like 1

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