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[1.15.2] Entity yaw incorrect upon spawning - fixes after reloading world


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I'm working on an entity - very similar to that of an armor stand - as of current. A lot of what I have gone off is abstracted from the armor stand classes. I am, however, experiencing issues with the yaw of this upon being spawned into the world.

 

The same as armor stands - the intended effect is for the entity to face the player upon being placed (players yaw, flipped and rounded to face a 45 degree angle). When placed, however, the entity rotates to the incorrect angle - while hitboxes show that they are facing south (even if they aren't). Reloading the world then causes them to face the correct direction. An image to better illustrate my point:

 

Incorrect.thumb.png.05c7704192116e49c293511617b1a906.png

 

As can be seen, before they are appearing to all face sotuh via hitboxes. The yaw property is definitely set and getting the values from them shows them to be correct. They don't reflect this change on the client until the world is reloaded, however. I'll include relevant code samples below.

 

Item class (used to spawn entity into the world):

public class TrainingDummyItem extends Item {

	public TrainingDummyItem(Properties properties) {
		super(properties);
	}
	
	@Override
	public ActionResultType onItemUse(ItemUseContext context) {
		Direction direction = context.getFace();
		if (direction == Direction.DOWN) {
			return ActionResultType.FAIL;
		} else {
			World world = context.getWorld();
			BlockItemUseContext blockitemusecontext = new BlockItemUseContext(context);
			BlockPos blockpos = blockitemusecontext.getPos();
			BlockPos blockpos1 = blockpos.up();
			if (blockitemusecontext.canPlace() && world.getBlockState(blockpos1).isReplaceable(blockitemusecontext)) {
				double d0 = (double) blockpos.getX();
				double d1 = (double) blockpos.getY();
				double d2 = (double) blockpos.getZ();
				List<Entity> list = world.getEntitiesWithinAABBExcludingEntity((Entity) null, new AxisAlignedBB(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));
				if (!list.isEmpty()) {
					return ActionResultType.FAIL;
				} else {
					ItemStack itemstack = context.getItem();
					if (!world.isRemote) {
						world.removeBlock(blockpos, false);
						world.removeBlock(blockpos1, false);
						TrainingDummyEntity trainingDummyEntity = new TrainingDummyEntity(world, d0 + 0.5D, d1, d2 + 0.5D);
						float f = (float)MathHelper.floor((MathHelper.wrapDegrees(context.getPlacementYaw() - 180.0F) + 22.5F) / 45.0F) * 45.0F;
						trainingDummyEntity.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
						EntityType.applyItemNBT(world, context.getPlayer(), trainingDummyEntity, itemstack.getTag());
						world.addEntity(trainingDummyEntity);
						world.playSound((PlayerEntity) null, trainingDummyEntity.func_226277_ct_(), trainingDummyEntity.func_226278_cu_(), trainingDummyEntity.func_226281_cx_(), SoundEvents.ENTITY_ARMOR_STAND_PLACE, SoundCategory.BLOCKS, 0.75F, 0.8F);
					}

					itemstack.shrink(1);
					return ActionResultType.SUCCESS;
				}
			} else {
				return ActionResultType.FAIL;
			}
		}
	}
	
}

 

Entity class (stripped it down to the bare essentials to check nothing I was doing was causing issues):

public class TrainingDummyEntity extends LivingEntity {
	
	private final NonNullList<ItemStack> armorItems = NonNullList.withSize(4, ItemStack.EMPTY);

	public TrainingDummyEntity(EntityType<? extends LivingEntity> type, World world) {
		super(type, world);
	}
	
	public TrainingDummyEntity(World worldIn, double posX, double posY, double posZ) {
		this(EntityInit.TRAINING_DUMMY_ENTITY.get(), worldIn);
		this.setPosition(posX, posY, posZ);
	}

	@Override
	public Iterable<ItemStack> getArmorInventoryList() {
		return armorItems;
	}

	@Override
	public ItemStack getItemStackFromSlot(EquipmentSlotType slotIn) {
		return ItemStack.EMPTY;
	}

	@Override
	public void setItemStackToSlot(EquipmentSlotType slotIn, ItemStack stack) { }

	@Override
	public HandSide getPrimaryHand() {
		return HandSide.RIGHT;
	}

}

 

As far as I am aware the issue should be in these files. There's nothing to suggest it's anything to do with the renderer, model or registering (although I can add these upon request if any issue is not visible).

 

Thanks in advance.

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