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How to check how long an item is held down for


chimera27

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I'm trying to make a weapon that shoots a different entity depending on how long it is used for, but all it does is glitch out, here's my code(sorry, was in a bit of a rush posting this):

 

 

package project.main;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.enchantment.Enchantment;

import net.minecraft.enchantment.EnchantmentHelper;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.entity.projectile.EntityArrow;

import net.minecraft.item.EnumAction;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.util.Icon;

import net.minecraft.world.World;

import net.minecraftforge.common.MinecraftForge;

import net.minecraftforge.event.entity.player.ArrowLooseEvent;

import net.minecraftforge.event.entity.player.ArrowNockEvent;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

public class ItemPlasmaBeam extends Item

{

 

    public ItemPlasmaBeam(int par1)

    {

        super(par1);

        this.maxStackSize = 1;

        this.setMaxDamage(99999);

        this.setCreativeTab(CreativeTabs.tabCombat);

    }

 

    /**

    * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount

    */

    public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)

    {

        int j = this.getMaxItemUseDuration(par1ItemStack) - par4;

 

        ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j);

        MinecraftForge.EVENT_BUS.post(event);

        if (event.isCanceled())

        {

            return;

        }

        j = event.charge;

 

 

          float f = (float)j / 20.0F;

            f = (f * f + f * 2.0F) / 3.0F;

 

            if ((double)f < 0.1D)

            {

                return;

            }

 

            if (f > 1.0F)

            {

                f = 1.0F;

            }

 

            EntityPlasmaBolt entityplasmabolt = new EntityPlasmaBolt(par2World, par3EntityPlayer);

            EntityChargedPlasmaBolt entitychargedplasmabolt = new EntityChargedPlasmaBolt(par2World, par3EntityPlayer);

           

           

 

         

         

 

//Insert fireing sound here

         

           

           

 

            if (!par2World.isRemote )

            {

                if( this.getDamage(par1ItemStack) <= 60){

                par2World.spawnEntityInWorld(entityplasmabolt);

                }

                else{

                par2World.spawnEntityInWorld(entitychargedplasmabolt);

                }

            }

       

    }

 

 

 

    /**

    * How long it takes to use or consume an item

    */

    public int getMaxItemUseDuration(ItemStack par1ItemStack)

    {

        return 72000;

    }

 

    /**

    * returns the action that specifies what animation to play when the items is being used

    */

    public EnumAction getItemUseAction(ItemStack par1ItemStack)

    {

        return null;

    }

 

    /**

    * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer

    */

    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)

    {

       

            par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));

     

 

 

       

        return par1ItemStack;

    }

    public void onUsingItemTick(ItemStack stack, EntityPlayer player, int count)

    {

    this.setDamage(stack, 99999 - count);

    }

 

 

    @SideOnly(Side.CLIENT)

    public void registerIcons(IconRegister iconRegister)

    {

    this.itemIcon = iconRegister.registerIcon("chimera27metroid:plasmabeam");

    }

}

 

 

 

I have what I thought SHOULD work but all it does is glitch out, does anyone have any idea how I would go about this?

Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more!

width=174 height=100http://i.imgur.com/ghgWmA3.jpg[/img]

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Yes, but that also slows down the player quite a bit, which I don't want to happen :/

Also what I mean by glitch out is on a right click it sets the damage of it to about 2/3 of max, and then it becomes invisible in my hand but not in my inventory, sometimes shoots, and also becomes visible again if I drop it and pick it back up.

 

Also metroid, not halo :3

Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more!

width=174 height=100http://i.imgur.com/ghgWmA3.jpg[/img]

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Yes, but that also slows down the player quite a bit, which I don't want to happen :/

well ... maybe you could ... i don't know .... NOT include that part of the vanilla bow code

.......

.........

......

....

 

if that doesnt work i suggest you use the custom nbttagcompound on the item stack to keep track of the number of tick this was behing held for

 

somehting like

 

onUsingItemTick(args){
this.nbtwtv.setInteger(this.nbtwtv.getInteger("tickheld")+1);
}

onPlayerStoppedUsing(args){
this.nbtwtv.setInteger("tickheld", 0);
}

 

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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