Jump to content

1.6.1 EntityLivingBase.isJumping now private ...


Torojima
 Share

Recommended Posts

So, I've been producing a mount mob and using for its steering the EntityLiving.isJumping field of the player. Now since mc1.6.1 this field is made private and I can not find a respective getter. There is a setter I can use, but I have the slight impression this is also not the correct way to access and use this field (since there is no respective getter)

 

The handleEntityAction method of the NetServerHandler, setting the action states of and Entity, which could be the player riding a mounted mob, will set a respective field in the mount entity ... in case it is a horse ... (thank you mojang for kicking all other mounted mod producers in the balls)

 

So, what would be the correct way to get the jump information from the player on the client to the mounted mob on the server???

 

(this is actually the last Compile error Eclipse is showing, I hope I can try to run my mod after that ... no doubt, there will be a lot of issues only visible at runtime tho :D ) Edit: just noticed, that's not true, I've got another issue regarding the usage of a sound resource ... but that's another story :)

running minecraft on Mac OS X - Sierra --- creating code since 1986 ... --- मेरा दिल भारतवासी है!

width=289 height=100http://www.arno-saxena.de/pictures/chococraft/banner_signature.png[/img]

Link to comment
Share on other sites

reflection is out of the question, that's against every object oriented convention one can imagine ...

coremod is also out of the question, that would render the hole forge philosophy useless ...

 

So, what is needed is either a forge compliant solution to access the field, or a hole workaround also in forge to get player movement key inputs to the mods ...

 

I would like the later better ... has nobody suggested something like this before me?

running minecraft on Mac OS X - Sierra --- creating code since 1986 ... --- मेरा दिल भारतवासी है!

width=289 height=100http://www.arno-saxena.de/pictures/chococraft/banner_signature.png[/img]

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I'm researching the how to create biomes in json. There is a great tool for creating the jsons online. Using the vanilla `river` biome, I want to essentially create a custom disk feature that mixes 3 blocks instead of a single-block provider. Any ideas on where to start with that?
    • I figured out what was wrong ... you can spot it pretty quick most likely: { "type": "minecraft:smelting", "ingredient": { "item": "minecraft:gold_nugget_ore" }, "result": "minecraft:gold_nugget", "experience": 0.25, "cookingtime": 150 }   ... so, after changing `minecraft` to `foundations` for all the custom items and all the recipes work. Well that's what copy/paste will get you. One last question about recipes, though. What does the following json key/value do in the game? "group": "copper_ingot"  
    • # Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # #      102.54.94.97     rhino.acme.com          # source server #       38.25.63.10     x.acme.com              # x client host # localhost name resolution is handled within DNS itself. #    127.0.0.1       localhost #    ::1             localhost ###0.0.0.0 apps.corel.com ###0.0.0.0 mc.corel.com 0.0.0.0 origin-mc.corel.com ###0.0.0.0 iws.corel.com
    • Is there a way to create a custom map marker for a custom structure/biome (same as a vanilla mansion)?
    • I’ve scrounged the Internet for solutions and found absolutely nothing that has worked for me I have posted my code in a GitHub Repository. I bet the culprit is somewhere in the Container or TileEntity classes (Furnace packages are in blocks/coke_furnace or blocks/foundry) PS I know I’m on 1.12.2 and that it’s not supported I don’t want to update my game or my code. Lol It’s my favorite version and the most widely modded. I don’t plan to release the mod, I’m just customizing my game to my will. I’ll send it to friends but that’s it.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.