Jump to content

[1.8] Getting the players GameMode


The_SlayerMC

Recommended Posts

Hello, I'm trying to get the players game mode is single player. But the only way i can figure it out is using this:

EntityPlayerMP playerMP = (EntityPlayerMP)event.player;
	if(playerMP.theItemInWorldManager.getGameType() != GameType.CREATIVE || playerMP.theItemInWorldManager.getGameType() != GameType.SPECTATOR) {

 

Is there any other way to do it?

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Link to comment
Share on other sites

I also want to state that im using the tick event for this code, aswell as @SideOnly(Side.CLIENT) annotation because on servers it crashes without it...

I know it's not supposed to be used that but i don't think that client and EntityPlayerMP is compatible (Well duhhh)

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Link to comment
Share on other sites

private EssenceItems item = new EssenceItems();
private Item boots = null, body = null, legs = null, helmet = null;

@SubscribeEvent
public void playerTick(PlayerTickEvent event) {
	ItemStack stackBoots = event.player.inventory.armorItemInSlot(0);
	ItemStack stackLegs = event.player.inventory.armorItemInSlot(1);
	ItemStack stackBody = event.player.inventory.armorItemInSlot(2);
	ItemStack stackHelmet = event.player.inventory.armorItemInSlot(3);
	if(stackBoots != null) boots = stackBoots.getItem();
	else boots = null;
	if(stackBody != null) body = stackBody.getItem();
	else body = null;
	if(stackLegs != null) legs = stackLegs.getItem();
	else legs = null;
	if(stackHelmet != null) helmet = stackHelmet.getItem();
	else helmet = null;

	EntityPlayerMP playerMP = (EntityPlayerMP)event.player;
	if(playerMP.theItemInWorldManager.getGameType() != GameType.CREATIVE || playerMP.theItemInWorldManager.getGameType() != GameType.SPECTATOR) {
		if(helmet == item.flairiumHelmet && body == item.flairiumChest && legs == item.flairiumLegs && boots == item.flairiumBoots){
			event.player.capabilities.allowFlying = true;
		} else {
			event.player.capabilities.allowFlying = false;
			event.player.capabilities.isFlying = false;
		}
	}
}

 

That gives me a crash that leads to this when trying to enter a server with my mod and also when i use the EntityPlayerMP code in sp:

 

 

[12:26:31] [Client thread/ERROR] [FML]: 0: NORMAL
[12:26:31] [Client thread/ERROR] [FML]: 1: ASM: net.essence.event.ArmorAbilityEvent@262d72a playerTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[12:26:31] [Client thread/ERROR] [FML]: 2: ASM: net.essence.event.PlayerEvent@621104df onTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[12:26:31] [Client thread/ERROR] [FML]: 3: ASM: net.essence.event.PlayerEvent@7a615950 onTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[12:26:31] [Client thread/ERROR] [FML]: 4: ASM: net.essence.client.BarTickHandler@1a68c0c onTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V

 

 

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Link to comment
Share on other sites

Well using

if (event.player instanceof EntityPlayerMP) {
		EntityPlayerMP playerMP = (EntityPlayerMP)event.player;
		if(playerMP.theItemInWorldManager.getGameType() != GameType.CREATIVE || playerMP.theItemInWorldManager.getGameType() != GameType.SPECTATOR) {
			if(helmet == item.flairiumHelmet && body == item.flairiumChest && legs == item.flairiumLegs && boots == item.flairiumBoots) {
				event.player.capabilities.allowFlying = true;
			} else {
				event.player.capabilities.allowFlying = false;
				event.player.capabilities.isFlying = false;
			}
		}
	}

Doesn't let me fly when using the flairium armour set anymore. Doesn't matter what game mode I'm in

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Link to comment
Share on other sites

Step 1) Find a way to store data about the player somewhere, probably on the player (left as an exercise to the reader)

Step 2) If the player is not wearing the equipment, disable the capability of flying and save "I have turned flying off" to the data in step 1

Step 3) Next tick, if "I have turned flying off" is true, set it to false, if capability of flying is still false, turn off isFlying

Step 4) Technically optional, save a "I attempted to disable flying" value in step 1 to true, and don't change it to false until your mod enables flying again (ignore checking if flying is not allowed while this value is flagged; it saves some CPU cycles)

 

That way if another mod is allowing flight, your mod only disables the capability for 1 tick and doesn't make the player fall (which gives another mod the opportunity to turn the capability back on) and you don't constantly re-check.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

What the hell are you doing Anon10W1z?

The code he used was perfectly fine. Do not use Minecraft.getMinecraft().

He said this is singleplayer.

That would still only give you the client player, and would crash the mod if played on a server. There is absolutely no reason at all to use Minecraft.getMinecraft() in this case, single player or not.

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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