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[1.11.2] Is there a way to update a item's NBT wothout "shaking"?


ThexXTURBOXx

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Hello community,

I'm updating an item's NBT every tick to have something like a "timer".

Is there a way to do this without the item "shaking"?

Shaking = When you update the item's NBT, the player shakes it for a little moment (I think, you know, what I mean).

 

I hope, you can help :)
Thanks in advance,

Nico M.

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Override Item#shouldCauseReequipAnimation to return false when you don't want the animation.

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3 hours ago, ThexXTURBOXx said:

I tried it, but it still shakes :(

Post the code that you tried.

 

Edit: You should probably wrap your onUpdate code in a !world#isRemote check, so that it only runs on the logical server side - it may be syncing issues that causes the shaking.

Edited by Jay Avery
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47 minutes ago, Jay Avery said:

Post the code that you tried.

 

Edit: You should probably wrap your onUpdate code in a !world#isRemote check, so that it only runs on the logical server side - it may be syncing issues that causes the shaking.

Doesn't work either. Pushed the code now

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nop is not working

but in 1.8 for  a brief versions  it does

then they come whith 1.9 and its fuck again until now

 

i having this issue for a long time

this time i thougth than whith the new capabilityes system i could store held the data in other place without update the nbt in the item until im ready but seems like not 

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9 hours ago, perromercenary00 said:

nop is not working

but in 1.8 for  a brief versions  it does

then they come whith 1.9 and its fuck again until now

 

i having this issue for a long time

this time i thougth than whith the new capabilityes system i could store held the data in other place without update the nbt in the item until im ready but seems like not 

Uhm... Well, that's not good. I create an issue on GitHub for this, because I think, that would be good tho :D

Bringing the best mod back alive! Our mod REFORGED!

Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases

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  • 2 weeks later...
On 2017-5-22 at 3:48 PM, ThexXTURBOXx said:

I get something

i get some kind of work around but it has its issues

 

 


i also see your post in git hub 
https://github.com/MinecraftForge/MinecraftForge/issues/3915
the forge people has been working on this for what i understand the bug is solved and the issue is cause by something else in mi code, i dissable all mi entities renders mi sounds and mi events keybinds but i still having the issues and could not pinpoint what in mi code is messing mi first person view render 

anyway 
the trick i found is to leave shouldCauseReequipAnimation always returning true no matther what, but this causes the item to allways remain under the hotbar, mi solution: i change all the item models for this gun (like 73)  to draw the item 9 points up this set it where is in the video and from there i can change the nbt values in the itemstack  whatever i want,

      
  "firstperson_righthand": {
            "rotation": [  0.0, -90.0, 0.0 ],
            "translation": [ 3.5, 2.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
        },
        "firstperson_lefthand": {
            "rotation": [  0.0, 90.0, 0.0 ],
            "translation": [ 3.5, 2.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
    },

     
to

      
  "firstperson_righthand": {
            "rotation": [  0.0, -90.0, 0.0 ],
            "translation": [ 3.5, 9.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
        },
        "firstperson_lefthand": {
            "rotation": [  0.0, 90.0, 0.0 ],
            "translation": [ 3.5, 9.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
    },

     

also whithout the burden of theReequipAnimation i write the code to make some kind of  ActionResult<ItemStack> onItemLeftClick
but in the onupdate() method 
now i have a betther control the offhand gun behaveour

    // ####################################################################################################
    @Override
    public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) {
        return true;
        
        // cdalm xtold = getAlmacenamiento(oldStack);
        // cdalm xtnew = getAlmacenamiento(newStack);
        // if (xtnew != null && !xtnew.isEjecutar() )
        //{
            // System.out.println("shouldCauseReequipAnimation(true)");
            // return false;
        //}
        
        // always true the item is down under the hotbar but seems animations
        // works
        // when always false the item is normal posicioned but animations dont
        // works and it swings on left click
        /*
         * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack =
         * newStack.copy(); newStack.setTagCompound(null); return
         * ItemStack.areItemStacksEqual(oldStack, newStack);
         */
        // EntityRenderer ER = mc.entityRenderer;
        // ER.itemRenderer.resetEquippedProgress(EnumHand.MAIN_HAND);
        // field_187469_f,equippedProgressMainHand,0,
        // field_187470_g,prevEquippedProgressMainHand,0,
        // field_187471_h,equippedProgressOffHand,0,
        // field_187472_i,prevEquippedProgressOffHand,0,
        // playerIRenderItem RI = mc.getRenderItem();
        // IR.resetEquippedProgress(EnumHand.MAIN_HAND);
        // IR.updateEquippedItem();
        // return false;
        /*
         * 
         * Minecraft mc = Minecraft.getMinecraft(); EntityPlayer playerIn =
         * mc.player;
         * 
         * ItemRenderer IR = mc.getItemRenderer();
         * 
         * if(IR!=null)try{ {
         * 
         * Field field00 =
         * ItemRenderer.class.getDeclaredField("equippedProgressMainHand");
         * field00.setAccessible(true); field00.setFloat(IR,1);
         * 
         * Field field01 =
         * ItemRenderer.class.getDeclaredField("prevEquippedProgressMainHand");
         * field01.setAccessible(true); field01.setFloat(IR,1);
         * 
         * } { Field field00 =
         * ItemRenderer.class.getDeclaredField("equippedProgressOffHand");
         * field00.setAccessible(true); field00.setFloat(IR,1);
         * 
         * Field field01 =
         * ItemRenderer.class.getDeclaredField("prevEquippedProgressOffHand");
         * field01.setAccessible(true); field01.setFloat(IR,1); }
         * }catch(Exception e){ e.printStackTrace(); }
         * 
         * 
         * //IR.resetEquippedProgress(EnumHand.MAIN_HAND);
         * //IR.resetEquippedProgress(EnumHand.OFF_HAND); //return false; }
         * 
         * 
         * 
         * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack =
         * newStack.copy(); newStack.setTagCompound(null); return
         * !ItemStack.areItemStacksEqual(oldStack, newStack);
         */
        /*
         * 
         * return false;
         * 
         * // cdalm xtold = getAlmacenamiento(oldStack); cdalm xtnew =
         * getAlmacenamiento(newStack);
         * 
         * if (xtnew != null && !xtnew.isEjecutar() ) { return false; } return
         * true;
         */
    }
    // #########################################################################3
	


the next i thing a need is a easy way to hide one of the hands from the first view render 
thats all for now 
 

Edited by perromercenary00
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7 hours ago, perromercenary00 said:

i get some kind of work around but it has its issues

 

 


i also see your post in git hub 
https://github.com/MinecraftForge/MinecraftForge/issues/3915
the forge people has been working on this for what i understand the bug is solved and the issue is cause by something else in mi code, i dissable all mi entities renders mi sounds and mi events keybinds but i still having the issues and could not pinpoint what in mi code is messing mi first person view render 

anyway 
the trick i found is to leave shouldCauseReequipAnimation always returning true no matther what, but this causes the item to allways remain under the hotbar, mi solution: i change all the item models for this gun (like 73)  to draw the item 9 points up this set it where is in the video and from there i can change the nbt values in the itemstack  whatever i want,


      
  "firstperson_righthand": {
            "rotation": [  0.0, -90.0, 0.0 ],
            "translation": [ 3.5, 2.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
        },
        "firstperson_lefthand": {
            "rotation": [  0.0, 90.0, 0.0 ],
            "translation": [ 3.5, 2.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
    },

     
to


      
  "firstperson_righthand": {
            "rotation": [  0.0, -90.0, 0.0 ],
            "translation": [ 3.5, 9.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
        },
        "firstperson_lefthand": {
            "rotation": [  0.0, 90.0, 0.0 ],
            "translation": [ 3.5, 9.0, 0.0],
            "scale": [ 1.0, 1.0, 1.0 ]
    },

     

also whithout the burden of theReequipAnimation i write the code to make some kind of  ActionResult<ItemStack> onItemLeftClick
but in the onupdate() method 
now i have a betther control the offhand gun behaveour

 


    // ####################################################################################################
    @Override
    public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) {
        return true;
        
        // cdalm xtold = getAlmacenamiento(oldStack);
        // cdalm xtnew = getAlmacenamiento(newStack);
        // if (xtnew != null && !xtnew.isEjecutar() )
        //{
            // System.out.println("shouldCauseReequipAnimation(true)");
            // return false;
        //}
        
        // always true the item is down under the hotbar but seems animations
        // works
        // when always false the item is normal posicioned but animations dont
        // works and it swings on left click
        /*
         * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack =
         * newStack.copy(); newStack.setTagCompound(null); return
         * ItemStack.areItemStacksEqual(oldStack, newStack);
         */
        // EntityRenderer ER = mc.entityRenderer;
        // ER.itemRenderer.resetEquippedProgress(EnumHand.MAIN_HAND);
        // field_187469_f,equippedProgressMainHand,0,
        // field_187470_g,prevEquippedProgressMainHand,0,
        // field_187471_h,equippedProgressOffHand,0,
        // field_187472_i,prevEquippedProgressOffHand,0,
        // playerIRenderItem RI = mc.getRenderItem();
        // IR.resetEquippedProgress(EnumHand.MAIN_HAND);
        // IR.updateEquippedItem();
        // return false;
        /*
         * 
         * Minecraft mc = Minecraft.getMinecraft(); EntityPlayer playerIn =
         * mc.player;
         * 
         * ItemRenderer IR = mc.getItemRenderer();
         * 
         * if(IR!=null)try{ {
         * 
         * Field field00 =
         * ItemRenderer.class.getDeclaredField("equippedProgressMainHand");
         * field00.setAccessible(true); field00.setFloat(IR,1);
         * 
         * Field field01 =
         * ItemRenderer.class.getDeclaredField("prevEquippedProgressMainHand");
         * field01.setAccessible(true); field01.setFloat(IR,1);
         * 
         * } { Field field00 =
         * ItemRenderer.class.getDeclaredField("equippedProgressOffHand");
         * field00.setAccessible(true); field00.setFloat(IR,1);
         * 
         * Field field01 =
         * ItemRenderer.class.getDeclaredField("prevEquippedProgressOffHand");
         * field01.setAccessible(true); field01.setFloat(IR,1); }
         * }catch(Exception e){ e.printStackTrace(); }
         * 
         * 
         * //IR.resetEquippedProgress(EnumHand.MAIN_HAND);
         * //IR.resetEquippedProgress(EnumHand.OFF_HAND); //return false; }
         * 
         * 
         * 
         * oldStack = oldStack.copy(); oldStack.setTagCompound(null); newStack =
         * newStack.copy(); newStack.setTagCompound(null); return
         * !ItemStack.areItemStacksEqual(oldStack, newStack);
         */
        /*
         * 
         * return false;
         * 
         * // cdalm xtold = getAlmacenamiento(oldStack); cdalm xtnew =
         * getAlmacenamiento(newStack);
         * 
         * if (xtnew != null && !xtnew.isEjecutar() ) { return false; } return
         * true;
         */
    }
    // #########################################################################3
	


the next i thing a need is a easy way to hide one of the hands from the first view render 
thats all for now 
 

 

Ok... I found out, that you have to return "true", if you want the animation *not* to be played, which doesn't make sense in context of the function being called "shouldCauseReequipAnimation"...

Seems like a bug :D

Bringing the best mod back alive! Our mod REFORGED!

Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases

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