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Posted

I currently have a custom shootable item which fires a projectile entity, what would be the best way to make it so that when right clicked it fires multiple in quick succession with a tick delay in between

  • Author

I know I have to use a tick event (I believe clienttickevent)but I don't know how to properly integrate it into an on right click action

  • Author

So I thought that I had gotten pretty far on my own but now apparently my code crashes the game. I am new to using the forge API and modding in general and some help on why this crashes the game and how to fix it would be greatly appreciated:

 

public class SpecialItem extends ShootableItem {

     public SpecialItem(Properties properties){ super(properties); }

     @Override

     public Predicate<ItemStack> getInventoryAmmoPredicate() { return null; }

     @Override

     public int func_230305_d_() { return 15; }

     public int tcount=0;

     @SubscribeEvent public void ontick(TickEvent.ClientTickEvent event){

           tcount++;

     }

     @Override

     public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) {

     if (!playerIn.getCooldownTracker().hasCooldown(this)) {

          playerIn.getCooldownTracker().setCooldown(this, 40);

          Vector3d v3 = playerIn.getLook(1);

          for (tcount = 0; tcount <= 40;) {

               if (tcount%10 == 0 && tcount!= 40) {

                    final SmallFireballEntity entitysmallfireball = new SmallFireballEntity(playerIn.getEntityWorld(), playerIn.getPosX(), playerIn.getPosY() + playerIn.getEyeHeight() - 0.4, playerIn.getPosZ(), v3.x + playerIn.getRNG().nextGaussian() * 0.05, v3.y, v3.z);

                    entitysmallfireball./* shoot */func_234612_a_(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0f, 1.5f, 1.0f); worldIn.addEntity(entitysmallfireball); } } tcount = 0;

                    return ActionResult.resultSuccess(playerIn.getHeldItem(handIn));

           } return ActionResult.resultFail(playerIn.getHeldItem(handIn));

     }

}

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