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[SOLVED]Boss Bar Trouble


AndrewSherman

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I'm using the IBossDisplayData interface and BossStatus.func_82824_a(this, true);

 

I have it set up so that the BossStatus.func_82824_a(this, true); is called from onLivingUpdate()

 

This is what I used for Boss Health:

public int getBossHealth() {
return this.getHealth();
}

 

For some reason, every other update, getHealth() returns the max health... I don't know why though :/ I have bug tested and it's not getBossHealth() it's getHealth() which is bad...

 

[spoiler=EntityCustomZombie]

package Graveyards_Mod;

import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.boss.BossStatus;
import net.minecraft.entity.boss.IBossDisplayData;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityLargeFireball;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class EntityCustomZombie extends EntityZombie implements IBossDisplayData{
private ItemStack chest = new ItemStack(Item.plateDiamond, 1), sword = new ItemStack(Item.swordDiamond, 1);
public EntityCustomZombie(World par1World) {
	super(par1World);
	this.setEntityHealth(this.getMaxHealth());
	if (this.worldObj.difficultySetting == 3)
        {        	
    		EnchantmentHelper.addRandomEnchantment(rand, sword, 30);
    		EnchantmentHelper.addRandomEnchantment(rand, chest, 30);

        } else {
    		EnchantmentHelper.addRandomEnchantment(rand, sword, 20);
    		EnchantmentHelper.addRandomEnchantment(rand, chest, 20);
        }
        this.setCurrentItemOrArmor(0, sword);
        this.setCurrentItemOrArmor(1, new ItemStack(Item.helmetDiamond));
	this.setCurrentItemOrArmor(3, chest);
	this.setCurrentItemOrArmor(2, new ItemStack(Item.legsDiamond));
	this.setCurrentItemOrArmor(4, new ItemStack(Item.bootsDiamond));
	for(int i = 0; i<5;i++){
		this.equipmentDropChances[i] = 0.0F;
	}
}
protected int getDropItemId()
    {
        return Item.swordDiamond.itemID;
    }

protected void dropFewItems(boolean par1, int par2)
    {
        
        this.entityDropItem(chest, 1);
        this.entityDropItem(sword, 1);

        
    }
protected void entityInit()
    {
        super.entityInit();
        this.dataWatcher.addObject(16, new Integer(this.getMaxHealth()));
    }
public int getMaxHealth()
    {
        return 20;
    }
protected void addRandomArmor()
    {}
    private Entity targetedEntity = null;
    private int explosionStrength;
    @SideOnly(Side.CLIENT)
    protected void updateEntityActionState()
    {
    	explosionStrength = rand.nextInt(3)+1;
    	double d4 = 64.0D;
    	this.targetedEntity = this.worldObj.getClosestVulnerablePlayerToEntity(this, 100.0D);
        if (this.targetedEntity != null && this.targetedEntity.getDistanceSqToEntity(this) < d4 * d4)
        {
            double d5 = this.targetedEntity.posX - this.posX;
            double d6 = this.targetedEntity.boundingBox.minY + (double)(this.targetedEntity.height / 2.0F) - (this.posY + (double)(this.height / 2.0F));
            double d7 = this.targetedEntity.posZ - this.posZ;
            this.renderYawOffset = this.rotationYaw = -((float)Math.atan2(d5, d7)) * 180.0F / (float)Math.PI;

            if (this.canEntityBeSeen(this.targetedEntity))
            {

                    this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1008, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
                    EntityLargeFireball entitylargefireball = new EntityLargeFireball(this.worldObj, this, d5, d6, d7);
                    entitylargefireball.field_92057_e = this.explosionStrength;
                    double d8 = 4.0D;
                    Vec3 vec3 = this.getLook(1.0F);
                    entitylargefireball.posX = this.posX + vec3.xCoord * d8;
                    entitylargefireball.posY = this.posY + (double)(this.height / 2.0F) + 0.5D;
                    entitylargefireball.posZ = this.posZ + vec3.zCoord * d8;
                    this.worldObj.spawnEntityInWorld(entitylargefireball);
                
            }
        }
    }
    int i = 0;
    @SideOnly(Side.CLIENT)
    public void onLivingUpdate()
    {
    	i++;
    	super.onLivingUpdate();
        if(i>=20){i=0;BossStatus.func_82824_a(this, true);BossStatus.func_82824_a(this, true);System.out.println("Boss Health: "+this.getBossHealth()+"`Just Health: "+this.getHealth());}
    	int f = rand.nextInt(30);
    	if (f==0){
    		updateEntityActionState();
    	}
    			
    	
    }
@Override
@SideOnly(Side.CLIENT)
public int getBossHealth() {
	return this.getHealth();
}
}

 

 

I realise you're not supposed to use it here but either way is there an explanation for the alternation between the maximum health and the actual health?

 

 

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What is the difference between render and entity classes to make it stop working?

Entity classes contain information about the entity (position, health, additional data.) Render classes have to do with how that entity is rendered. The function in question has to do with rendering of the health bar.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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