Jump to content

[1.12.2] Entity hands not rendering via an inventory


Issac29

Recommended Posts

I got the human like entity to work but the item holding is not visible until the player interacts the entity. Is there a way that the entity renders the item before the player interact? If not then is there a sample code for it? I made the code so similar to the horse inventory but with only 18 slots.

package com.mreyeballs29.issactncore.entity;

import com.mreyeballs29.issactncore.Issac29Core;
import com.mreyeballs29.issactncore.inventory.InventoryHuman;

import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityAgeable;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.entity.passive.EntityAnimal;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.NonNullList;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.datafix.DataFixer;
import net.minecraft.util.datafix.FixTypes;
import net.minecraft.util.datafix.walkers.ItemStackDataLists;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.storage.loot.LootTableList;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.util.Constants.NBT;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.wrapper.InvWrapper;

public class EntityHuman extends EntityAnimal {
	
	public InventoryHuman inventory;
	private NonNullList<ItemStack> list = NonNullList.withSize(2, ItemStack.EMPTY);
	
	private static final ResourceLocation HUMAN_LOOT = LootTableList.register(new ResourceLocation("i29c", "entities/human")); //$NON-NLS-1$ //$NON-NLS-2$
	
	public EntityHuman(World worldIn) {
		super(worldIn);
		initHuman();
		setSize(0.7F, 1.8F);
	}
	
	public static Coords cords;
	
	/**
	 * 
	 */
	private void initHuman() {
		InventoryHuman inr = this.inventory;
		this.inventory = new InventoryHuman("Human"); //$NON-NLS-1$
		this.inventory.setCustomName(this.getName());
		if (inr != null) {
			for (int i = 0; i < inr.getSizeInventory(); i++) {
				ItemStack stack = inr.getStackInSlot(i);
				if (!stack.isEmpty()) {
					this.inventory.setInventorySlotContents(i, stack.copy());
				}
			}
		}
		this.inventory.setInventorySlotContents(0, this.list.get(0));
		this.inventory.setInventorySlotContents(1, this.list.get(1));
		this.handler = new InvWrapper(this.inventory);
	}

	@Override
	protected void updateEquipmentIfNeeded(EntityItem itemEntity) {
		ItemStack stack = itemEntity.getItem();
		if (!stack.isEmpty()) {
			ItemStack stack2 = this.inventory.addItem(stack);
			if (stack2.isEmpty()) {
				itemEntity.setDead();
			} else {
				stack.setCount(stack2.getCount());
			}
		}
	}
	
	@Override
	public ItemStack getHeldItem(EnumHand hand) {
		if (hand == EnumHand.MAIN_HAND) return this.inventory.getStackInSlot(0);
		if (hand == EnumHand.OFF_HAND) return this.inventory.getStackInSlot(1);
		return ItemStack.EMPTY;
	}
	
	@Override
	public ItemStack getHeldItemMainhand() {
		return getHeldItem(EnumHand.MAIN_HAND);
	}
	
	@Override
	public ItemStack getHeldItemOffhand() {
		return getHeldItem(EnumHand.OFF_HAND);
	}
	
	@Override
	public boolean canPickUpLoot() {
		return true;
	}
	
	@Override
	public EntityAgeable createChild(EntityAgeable ageable) {
		return new EntityHuman(this.world);
	}
	
	@Override
	protected void initEntityAI() {
        this.tasks.addTask(0, new EntityAISwimming(this));
        this.tasks.addTask(1, new EntityAIWander(this, 1.25D));
        this.tasks.addTask(2, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
        this.tasks.addTask(3, new EntityAILookIdle(this));
	}
	
    protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0D);
        this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.23D);
    }
    
    @Override
    public void readEntityFromNBT(NBTTagCompound compound) {
    	super.readEntityFromNBT(compound);
    	if (compound.hasKey("Items")) { //$NON-NLS-1$
    		NBTTagList nbtlist = compound.getTagList("Items", NBT.TAG_COMPOUND); //$NON-NLS-1$
    		for (int i = 0; i < nbtlist.tagCount(); i++) {
    			NBTTagCompound comp = nbtlist.getCompoundTagAt(i);
    			int slot = comp.getInteger("Slot"); //$NON-NLS-1$
    			if (slot >= 0 && slot < this.inventory.getSizeInventory()) {
    				this.inventory.setInventorySlotContents(slot, new ItemStack(comp));
    			}
    		}
    		this.list.set(0, this.inventory.getStackInSlot(0));
    		this.list.set(1, this.inventory.getStackInSlot(1));
    		initHuman();
    	}
    }
    
    @Override
    public void writeEntityToNBT(NBTTagCompound compound) {
    	super.writeEntityToNBT(compound);
    	NBTTagList nbtlist = new NBTTagList();
    	for (int i = 0; i < this.inventory.getSizeInventory(); i++) {
    		ItemStack stack = this.inventory.getStackInSlot(i);
    		if (!stack.isEmpty()) {
    			NBTTagCompound tag = new NBTTagCompound();
    			tag.setInteger("Slot", i); //$NON-NLS-1$
    			stack.writeToNBT(tag);
    			nbtlist.appendTag(tag);
    		}
    	}
    	compound.setTag("Items", nbtlist); //$NON-NLS-1$
    }
    
    @Override
    protected ResourceLocation getLootTable() {
    	return HUMAN_LOOT;
    }
	
	@Override
	protected SoundEvent getDeathSound() {
		return SoundEvents.ENTITY_GENERIC_DEATH;
	}

	@Override
	protected SoundEvent getHurtSound(DamageSource damageSourceIn) {
		return SoundEvents.ENTITY_GENERIC_HURT;
	}
	
	@Override
	public void setHeldItem(EnumHand hand, ItemStack stack) {
		if (hand == EnumHand.MAIN_HAND) this.inventory.setInventorySlotContents(0, stack);
		if (hand == EnumHand.OFF_HAND) this.inventory.setInventorySlotContents(1, stack);
	}
	
	public void setHeldItemMainhand(ItemStack stack) {
		this.setHeldItem(EnumHand.MAIN_HAND, stack);
	}
	
	public void setHeldOffhand(ItemStack stack) {
		this.setHeldItem(EnumHand.OFF_HAND, stack);
	}
	
	@Override
	public void onUpdate() {
		super.onUpdate();
	}
	
	@Override
	public boolean processInteract(EntityPlayer player, EnumHand hand) {
		if (!super.processInteract(player, hand))
		{
            ItemStack playerItems = player.getHeldItem(hand);
            if (player.isSneaking() && playerItems.interactWithEntity(player, this, hand) ) {
            	return true;
            } else if (!this.world.isRemote) {
            	try {
            		cords = new Coords(this.posX, this.posY, this.posZ);
            		player.openGui(Issac29Core.instance, 290, this.world, 0, 0, 0);
            		return true;
            	} catch (RuntimeException nuex) {
            		nuex.printStackTrace();
            		return false;
            	}
            }
            return false;
		}
		return true;
	}
	
	@Override
	public boolean getCanSpawnHere() {
		IBlockState iblockstate = this.world.getBlockState((new BlockPos(this)).down());
        return iblockstate.canEntitySpawn(this) && this.world.getLight(new BlockPos(this)) > 8;
	}
	
	@Override
	public float getEyeHeight() {
		return !isChild() ? 1.74f : 0.96f;
	}
	
	private IItemHandler handler;
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
		if (CapabilityItemHandler.ITEM_HANDLER_CAPABILITY == capability) return (T) this.handler;
		return super.getCapability(capability, facing);
	}
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
		return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || super.hasCapability(capability, facing);
	}
	
	@Override
	protected void dropEquipment(boolean wasRecentlyHit, int lootingModifier) {
		for (int i = 0; i < this.inventory.getSizeInventory(); i++) {
			entityDropItem(this.inventory.getStackInSlot(i), 0f);
		}
	}

	public static void registerFixesHuman(DataFixer dataFixer, Class<?> entityClass) {
		EntityLiving.registerFixesMob(dataFixer, entityClass);
		dataFixer.registerWalker(FixTypes.ENTITY, new ItemStackDataLists(entityClass, "Items")); //$NON-NLS-1$
	}
	
	@Override
	public boolean replaceItemInInventory(int inventorySlot, ItemStack itemStackIn) {
		if (inventorySlot < 0 || inventorySlot > 18) return false;
		this.inventory.setInventorySlotContents(inventorySlot, itemStackIn);
		return true;
	}
	

	public static class Coords {
		public double x;
		public double y;
		public double z;
		
		public Coords(double x, double y, double z) {
			this.x = x;
			this.y = y;
			this.z = z;
		}
	}
}

 

Link to comment
Share on other sites

The base issue is that you aren't synchronizing the entity's inventory to the client (it does not happen automatically until the player interacts with the entity).

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

4 minutes ago, Draco18s said:

The base issue is that you aren't synchronizing the entity's inventory to the client (it does not happen automatically until the player interacts with the entity).

Then what should I do when trying to synchronize the entity's inventory to the client?

Link to comment
Share on other sites

On 12/19/2019 at 2:59 AM, diesieben07 said:

Your class indirectly extends EntityLiving, which already has an armor and hands inventory, which is synced to the client. Use it instead of making your own.

That, It works just fine without your suggestion. I just found out that if a inventory of a # of slots. the first slot would be a main hand, and the second would be the off hand. I cannot access the hands inventory if I use your suggestion. Plus the inventory is only 2 slots.

Link to comment
Share on other sites

package com.mreyeballs29.issactncore.entity;

import com.mreyeballs29.issactncore.Issac29Core;
import com.mreyeballs29.issactncore.inventory.InventoryHuman;

import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityAgeable;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.IEntityLivingData;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.effect.EntityLightningBolt;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.passive.EntityAnimal;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.IInventoryChangedListener;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.datafix.DataFixer;
import net.minecraft.util.datafix.FixTypes;
import net.minecraft.util.datafix.walkers.ItemStackDataLists;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.DifficultyInstance;
import net.minecraft.world.World;
import net.minecraft.world.storage.loot.LootTableList;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.util.Constants.NBT;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.wrapper.InvWrapper;

public class EntityHuman extends EntityAnimal implements IInventoryChangedListener {
	
	public InventoryHuman inventory;
	private static final ResourceLocation HUMAN_LOOT = LootTableList.register(new ResourceLocation("i29c", "entities/human")); //$NON-NLS-1$ //$NON-NLS-2$
	
	public EntityHuman(World worldIn) {
		super(worldIn);
		initHuman();
		setSize(0.7F, 1.8F);
	}
	
	public static Coords cords;
	
	/**
	 * 
	 */
	private void initHuman() {
		InventoryHuman inr = this.inventory;
		this.inventory = new InventoryHuman("Human"); //$NON-NLS-1$
		this.inventory.setCustomName(this.getName());
		if (inr != null) {
			this.inventory.removeInventoryChangeListener(this);
			for (int i = 0; i < inr.getSizeInventory(); i++) {
				ItemStack stack = inr.getStackInSlot(i);
				if (!stack.isEmpty()) {
					this.inventory.setInventorySlotContents(i, stack.copy());
				}
			}
		}
		this.inventory.addInventoryChangeListener(this);
		this.updateItemHeld();
		this.handler = new InvWrapper(this.inventory);
	}

	private void updateItemHeld() {
		if (!this.world.isRemote) {
			this.setHeldItemMainhand(this.inventory.getStackInSlot(0));
			this.setHeldItemOffhand(this.inventory.getStackInSlot(1));
		}
	}

	@Override
	protected void updateEquipmentIfNeeded(EntityItem itemEntity) {
		ItemStack stack = itemEntity.getItem();
		if (!stack.isEmpty()) {
			ItemStack stack2 = this.inventory.addItem(stack);
			if (stack2.isEmpty()) {
				onItemPickup(itemEntity, stack.getCount());
				itemEntity.setDead();
			} else {
				stack.setCount(stack2.getCount());
			}
		}
		this.updateItemHeld();
	}
	
	@Override
	public void onInventoryChanged(IInventory invBasic) {
		updateItemHeld();
	}

	@Override
	public boolean canPickUpLoot() {
		return true;
	}
	
	@Override
	public EntityAgeable createChild(EntityAgeable ageable) {
		return new EntityHuman(this.world);
	}
	
	@Override
	protected void initEntityAI() {
        this.tasks.addTask(0, new EntityAISwimming(this));
        this.tasks.addTask(1, new EntityAIWander(this, 1D));
        this.tasks.addTask(2, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
        this.tasks.addTask(3, new EntityAILookIdle(this));
	}
	
    protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0D);
        this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.245D);
    }
    
    @Override
    public void readEntityFromNBT(NBTTagCompound compound) {
    	super.readEntityFromNBT(compound);
    	if (compound.hasKey("Items")) { //$NON-NLS-1$
    		NBTTagList nbtlist = compound.getTagList("Items", NBT.TAG_COMPOUND); //$NON-NLS-1$
    		for (int i = 0; i < nbtlist.tagCount(); i++) {
    			NBTTagCompound comp = nbtlist.getCompoundTagAt(i);
    			int slot = comp.getInteger("Slot"); //$NON-NLS-1$
    			if (slot >= 0 && slot < this.inventory.getSizeInventory()) {
    				this.inventory.setInventorySlotContents(slot, new ItemStack(comp));
    			}
    		}
    	}
    	this.updateItemHeld();
    }
    
    @Override
    public void writeEntityToNBT(NBTTagCompound compound) {
    	super.writeEntityToNBT(compound);
    	NBTTagList nbtlist = new NBTTagList();
    	for (int i = 0; i < this.inventory.getSizeInventory(); i++) {
    		ItemStack stack = this.inventory.getStackInSlot(i);
    		if (!stack.isEmpty()) {
    			NBTTagCompound tag = new NBTTagCompound();
    			tag.setInteger("Slot", i); //$NON-NLS-1$
    			stack.writeToNBT(tag);
    			nbtlist.appendTag(tag);
    		}
    	}
    	compound.setTag("Items", nbtlist); //$NON-NLS-1$
    }
    
    @Override
    protected ResourceLocation getLootTable() {
    	return HUMAN_LOOT;
    }
	
	@Override
	protected SoundEvent getDeathSound() {
		return SoundEvents.ENTITY_GENERIC_DEATH;
	}
	
	@Override
	public void onStruckByLightning(EntityLightningBolt lightningBolt) {
		EntityZombie zombie = new EntityZombie(this.world);
		this.world.spawnEntity(zombie);
		this.setDead();
	}

	@Override
	protected SoundEvent getHurtSound(DamageSource damageSourceIn) {
		return SoundEvents.ENTITY_GENERIC_HURT;
	}
	
	public void setHeldItemMainhand(ItemStack stack) {
		this.setHeldItem(EnumHand.MAIN_HAND, stack);
	}
	
	public void setHeldItemOffhand(ItemStack stack) {
		this.setHeldItem(EnumHand.OFF_HAND, stack);
	}
	
	@Override
	public boolean processInteract(EntityPlayer player, EnumHand hand) {
		if (!super.processInteract(player, hand) && !this.holdingSpawnEggOfClass(player.getHeldItem(hand), this.getClass()))
		{
            ItemStack playerItems = player.getHeldItem(hand);
            if (player.isSneaking() && playerItems.interactWithEntity(player, this, hand)) {
            	return true;
            } else {
            	cords = new Coords(this.posX, this.posY, this.posZ);
            	player.openGui(Issac29Core.instance, 290, this.world, 0, 0, 0);
            	return true;
            }
		}
		return true;
	}
	
	@Override
	public boolean getCanSpawnHere() {
		IBlockState iblockstate = this.world.getBlockState((new BlockPos(this)).down());
        return iblockstate.canEntitySpawn(this) && this.world.getLight(new BlockPos(this)) > 8;
	}
	
	@Override
	public float getEyeHeight() {
		return !isChild() ? 1.74f : 0.96f;
	}
	
	private IItemHandler handler;
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
		if (CapabilityItemHandler.ITEM_HANDLER_CAPABILITY == capability) return (T) this.handler;
		return super.getCapability(capability, facing);
	}
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
		return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || super.hasCapability(capability, facing);
	}
	
	@Override
	protected void dropEquipment(boolean wasRecentlyHit, int lootingModifier) {
		for (int i = 0; i < this.inventory.getSizeInventory(); i++) {
			entityDropItem(this.inventory.getStackInSlot(i), 0f);
		}
	}

	public static void registerFixesHuman(DataFixer dataFixer, Class<?> entityClass) {
		EntityLiving.registerFixesMob(dataFixer, entityClass);
		dataFixer.registerWalker(FixTypes.ENTITY, new ItemStackDataLists(entityClass, "Items")); //$NON-NLS-1$
	}
	
	@Override
	public boolean replaceItemInInventory(int inventorySlot, ItemStack itemStackIn) {
		if (inventorySlot < 0 || inventorySlot > 18) return false;
		this.inventory.setInventorySlotContents(inventorySlot, itemStackIn);
		this.updateItemHeld();
		return true;
	}
	
	@Override
	public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, IEntityLivingData livingdata) {
		if (this.world.rand.nextInt(100) < 25) { this.setGrowingAge(-24000);}
		return super.onInitialSpawn(difficulty, livingdata);
	}
	
	public static class Coords {
		public double x;
		public double y;
		public double z;
		
		public Coords(double x, double y, double z) {
			this.x = x;
			this.y = y;
			this.z = z;
		}
	}
}

The code has changed. so therefore I extended the living entity to 18 slots, without 4 extra armor slots. Why bother using EntityEquipmentSlot when 18 slots is enough. Do I have to reduce to 2 inventory slots? I saw the code for the AbstactHorse and AbstractChestHorse which those two are synced to the client, and their slots are separate.

Link to comment
Share on other sites

Sorry for misclarification, but I saw the code for the AbstactHorse and AbstractChestHorse which those two class that have an inventory are synced to the client. But as for the minecraft chest class is a totally different from the entity living class. I will post these two.

[Not copyrighted code but that code was evidence]

That is why I made the entity having 18 slots.

Edited by Issac29
Link to comment
Share on other sites

14 minutes ago, Issac29 said:

[Not copyrighted code but that code was evidence]

That is why I made the entity having 18 slots.

That wasn't copyright. It was actual evidence. The only downfall with the 6 equipment slots is you can neither access them with a container nor a GUI.

 

Also please don't delete evidence unless if is it not evidence.

Link to comment
Share on other sites

You have to make the Entitiy class implement ICapabilityProvider which lets Forge know it's using Capabilities. Then you have to initialise an ItemStackHandler.

 

Example from a TileEntity from one my previous projects:

private ItemStackHandler inventory = new ItemStackHandler(4);

 

In the get capability method, you check if the capability wanted is a CapabilityItemHandler.ITEM_HANDLER_CAPABILITY and return the ItemStackHandler.

 

In the has capability method, you check if the capability wanted is a CapabilityItemHandler.ITEM_HANDLER_CAPABILITY and return true.

 

Example Code:

@Override
public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing) {
	return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || capability == CapabilityEnergy.ENERGY
			|| super.hasCapability(capability, facing);
}

@Nullable
@Override
public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) {
	if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
		return (T) this.inventory;
	else if (capability == CapabilityEnergy.ENERGY)
		return (T) this.energy;
	else
		return super.getCapability(capability, facing);
}

 

I am just a newbie so sorry if any of the information provided is wrong. I am only speaking from past experience since I had a similar problem with tileentities.

Edited by DeathSpawn
grammar
Link to comment
Share on other sites

Yes, and no. Yes for already for override the process Interact method but no for the open GUI method. The method NetworkRegistry.INSTANCE.registerGuiHandler requires a gui server and gui client but they require parameters world, x, y, z. x, y, z are integers. How on earth do I access the entity gui with only these methods.

Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z);
Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z);

 

Link to comment
Share on other sites

 

NetworkRegistry.INSTANCE.registerGuiHandler(Issac29Core.instance, new IGuiHandler() {
	@Override
	public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
		try {
			Entity entity = world.getEntityByID(EntityList.getID(EntityHuman.class));
			return new ContainerHuman(player.inventory, ((EntityHuman)entity).inventory, (EntityHuman)entity);
		} catch (ClassCastException ccex) {
			ccex.printStackTrace();
			return null;
		}
	}
	
	@Override
	public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
		try {
			Entity entity = world.getEntityByID(EntityList.getID(EntityHuman.class));
			return new GuiHuman(player.inventory, ((EntityHuman)entity).inventory, (EntityHuman)entity);
		} catch (ClassCastException ccex) {
			ccex.printStackTrace();
			return null;
		}
	}
});

 Alright I found out that the Id was made was 38 that executed in the world.getEntityById(38) returns a wrong entity

[12:19:39] [Client thread/INFO] [i29c]: 38
[12:19:39] [Client thread/INFO] [i29c]: null
[12:19:39] [Server thread/INFO] [i29c]: 38
[12:19:39] [Server thread/INFO] [i29c]: EntityCreeper['Creeper'/38, l='[]', x=-314.49, y=46.00, z=-326.83]

.

Link to comment
Share on other sites

19 minutes ago, diesieben07 said:

Don't just catch random exceptions without having a reason for it and a proper recovery strategy.

Errors happen all the time. Also I removed ClassCastException because there is no reason.

NetworkRegistry.INSTANCE.registerGuiHandler(Issac29Core.instance, new IGuiHandler() {                 
	@Override                                                                                         
	public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
		EntityHuman human = (EntityHuman) world.getEntityByID(ID);                                    
		return new ContainerHuman(player.inventory, human.inventory, human);                          
	}                                                                                                 
	                                                                                                  
	@Override                                                                                         
	public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
		EntityHuman human = (EntityHuman) (world.getEntityByID(ID));                                  
		return new GuiHuman(player.inventory, human.inventory, human);                                
	}                                                                                                 
});                                                                                                   

 

Link to comment
Share on other sites

15 minutes ago, Issac29 said:

Errors happen all the time. 

There are four kinds of exceptions:

  1. Fatal. They aren't your fault and there's nothing you can do about it. Let the program crash. 
  2. Vexing. They are the result of unfortunate design decisions. Avoid them if you can. If you can't, catch is vexing exceptions. 
  3. Exogenous. They are the result of untidy external realities impinging upon your beautiful, crisp program logic. Try it and be prepared to handle the unfortunate realities. 
  4. Boneheaded. These are your own damn fault. These are bugs. Never catch these. Fix your code so that it never triggers a boneheaded exception.

A ClassCastException is #4

Edited by Draco18s
  • Haha 1

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

4 minutes ago, Draco18s said:

There are four kinds of exceptions:

  1. Fatal. They aren't your fault and there's nothing you can do about it. Let the program crash. 
  2. Vexing. They are the result of unfortunate design decisions. Avoid them if you can. If you can't, catch is vexing exceptions. 
  3. Exogenous. They are the result of untidy external realities impinging upon your beautiful, crisp program logic. Try it and be prepared to handle the unfortunate realities. 
  4. Boneheaded. These are your own dang fault. These are bugs. Never catch these. Fix your code so that it never triggers a boneheaded exception.

A ClassCastExeception  is #4

1. what about runtime, null pointer, arraystore, array out of index, and index out of bounds.

 

23 minutes ago, Issac29 said:

Also I removed ClassCastException because there is no reason.

2. @Draco18s I know that by since 2 hours ago from this post.

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

    • DAFTAR DAN LOGIN DISINI   Hantogel atau handogel adalah bentuk pengumpulan duka uang yang populer di dunia judi online, khususnya dalam permainan slot gacor. Banyak situs judi online yang menawarkan handogel slot gacor, dan sebagai pemain, penting untuk mengetahui cara memilih dan mengakses situs tersebut dengan aman dan amanah. Dalam artikel ini, kami akan membahas cara memilih situs slot gacor online yang berkualitas dan tahu cara mengakses handogelnya.
    • DAFTAR & LOGIN SIRITOGEL Siritogel adalah kumpulan kata yang mungkin baru saja dikenal oleh masyarakat, namun dengan perkembangan teknologi dan banyaknya informasi yang tersedia di internet, kalau kita siritogel (mencari informasi dengan cara yang cermat dan rinci) tentang situs slot gacor online, maka kita akan menemukan banyak hal yang menarik dan membahayakan sama sekali. Dalam artikel ini, kita akan mencoba menjelaskan apa itu situs slot gacor online dan bagaimana cara mengatasi dampaknya yang negatif.
    • This honestly might just work for you @SubscribeEvent public static void onScreenRender(ScreenEvent.Render.Post event) { final var player = Minecraft.getInstance().player; if(!hasMyEffect(player)) return; // TODO: You provide hasMyEffect float f = Mth.lerp(event.getPartialTick(), this.minecraft.player.oSpinningEffectIntensity, this.minecraft.player.spinningEffectIntensity); float f1 = ((Double)this.minecraft.options.screenEffectScale().get()).floatValue(); if(f <= 0F || f1 >= 1F) return; float p_282656_ = f * (1.0F - f1); final var p_282460_ = event.getGuiGraphics(); int i = p_282460_.guiWidth(); int j = p_282460_.guiHeight(); p_282460_.pose().pushPose(); float f = Mth.lerp(p_282656_, 2.0F, 1.0F); p_282460_.pose().translate((float)i / 2.0F, (float)j / 2.0F, 0.0F); p_282460_.pose().scale(f, f, f); p_282460_.pose().translate((float)(-i) / 2.0F, (float)(-j) / 2.0F, 0.0F); float f1 = 0.2F * p_282656_; float f2 = 0.4F * p_282656_; float f3 = 0.2F * p_282656_; RenderSystem.disableDepthTest(); RenderSystem.depthMask(false); RenderSystem.enableBlend(); RenderSystem.blendFuncSeparate(SourceFactor.ONE, DestFactor.ONE, SourceFactor.ONE, DestFactor.ONE); p_282460_.setColor(f1, f2, f3, 1.0F); p_282460_.blit(NAUSEA_LOCATION, 0, 0, -90, 0.0F, 0.0F, i, j, i, j); p_282460_.setColor(1.0F, 1.0F, 1.0F, 1.0F); RenderSystem.defaultBlendFunc(); RenderSystem.disableBlend(); RenderSystem.depthMask(true); RenderSystem.enableDepthTest(); p_282460_.pose().popPose(); }   Note: Most of this is directly copied from GameRenderer as you pointed out you found. The only thing you'll have to likely do is update the `oSpinningEffectIntensity` + `spinningEffectIntensity` variables on the player when your effect is applied. Which values should be there? Not 100% sure, might be a game of guess and check, but `handleNetherPortalClient` in LocalPlayer has some hard coded you might be able to start with.
    • Dalam dunia perjudian online yang berkembang pesat, mencari platform yang dapat memberikan kemenangan maksimal dan hasil terbaik adalah impian setiap penjudi. OLXTOTO, dengan bangga, mempersembahkan dirinya sebagai jawaban atas pencarian itu. Sebagai platform terbesar untuk kemenangan maksimal dan hasil optimal, OLXTOTO telah menciptakan gelombang besar di komunitas perjudian online. Satu dari banyak keunggulan yang dimiliki OLXTOTO adalah koleksi permainan yang luas dan beragam. Dari togel hingga slot online, dari live casino hingga permainan kartu klasik, OLXTOTO memiliki sesuatu untuk setiap pemain. Dibangun dengan teknologi terkini dan dikembangkan oleh para ahli industri, setiap permainan di platform ini dirancang untuk memberikan pengalaman yang tak tertandingi bagi para penjudi. Namun, keunggulan OLXTOTO tidak hanya terletak pada variasi permainan yang mereka tawarkan. Mereka juga menonjol karena komitmen mereka terhadap keamanan dan keadilan. Dengan sistem keamanan tingkat tinggi dan proses audit yang ketat, OLXTOTO memastikan bahwa setiap putaran permainan berjalan dengan adil dan transparan. Para pemain dapat merasa aman dan yakin bahwa pengalaman berjudi mereka di OLXTOTO tidak akan terganggu oleh masalah keamanan atau keadilan. Tak hanya itu, OLXTOTO juga terkenal karena layanan pelanggan yang luar biasa. Tim dukungan mereka selalu siap sedia untuk membantu para pemain dengan segala pertanyaan atau masalah yang mereka hadapi. Dengan respon cepat dan solusi yang efisien, OLXTOTO memastikan bahwa pengalaman berjudi para pemain tetap mulus dan menyenangkan. Dengan semua fitur dan keunggulan yang ditawarkannya, tidak mengherankan bahwa OLXTOTO telah menjadi pilihan utama bagi jutaan penjudi online di seluruh dunia. Jika Anda mencari platform yang dapat memberikan kemenangan maksimal dan hasil optimal, tidak perlu mencari lebih jauh dari OLXTOTO. Bergabunglah dengan OLXTOTO hari ini dan mulailah petualangan Anda menuju kemenangan besar dan hasil terbaik!
    • Selamat datang di OLXTOTO, situs slot gacor terpanas yang sedang booming di industri perjudian online. Jika Anda mencari pengalaman bermain yang luar biasa, maka OLXTOTO adalah tempat yang tepat untuk Anda. Dapatkan sensasi tidak biasa dengan variasi slot online terlengkap dan peluang memenangkan jackpot slot maxwin yang sering. Di sini, Anda akan merasakan keseruan yang luar biasa dalam bermain judi slot. DAFTAR OLXTOTO DISINI LOGIN OLXTOTO DISINI AKUN PRO OLXTOTO DISINI   Jackpot Slot Maxwin Sering Untuk Peluang Besar Di OLXTOTO, kami tidak hanya memberikan hadiah slot biasa, tapi juga memberikan kesempatan kepada pemain untuk memenangkan jackpot slot maxwin yang sering. Dengan demikian, Anda dapat meraih keberuntungan besar dan memenangkan ribuan rupiah sebagai hadiah jackpot slot maxwin kami. Jackpot slot maxwin merupakan peluang besar bagi para pemain judi slot untuk meraih keuntungan yang lebih besar. Dalam permainan kami, Anda tidak harus terpaku pada kemenangan biasa saja. Kami hadir dengan jackpot slot maxwin yang sering, sehingga Anda memiliki peluang yang lebih besar untuk meraih kemenangan besar dengan hadiah yang menggiurkan. Dalam permainan judi slot, pengalaman bermain bukan hanya tentang keseruan dan hiburan semata. Kami memahami bahwa para pemain juga menginginkan kesempatan untuk meraih keberuntungan besar. Oleh karena itu, OLXTOTO hadir dengan jackpot slot maxwin yang sering untuk memberikan peluang besar kepada para pemain kami. Peluang Besar Menang Jackpot Slot Maxwin Peluang menang jackpot slot maxwin di OLXTOTO sangatlah besar. Anda tidak perlu khawatir tentang batasan atau pembatasan dalam meraih jackpot tersebut. Kami ingin memberikan kesempatan kepada semua pemain kami untuk merasakan sensasi menang dalam jumlah yang luar biasa. Jackpot slot maxwin kami dibuka untuk semua pemain judi slot di OLXTOTO. Anda memiliki peluang yang sama dengan pemain lainnya untuk memenangkan hadiah jackpot yang besar. Kami percaya bahwa semua orang memiliki kesempatan untuk meraih keberuntungan besar, dan itulah mengapa kami menyediakan jackpot slot maxwin yang sering untuk memenuhi harapan dan keinginan Anda.   Kesimpulan OLXTOTO adalah situs slot gacor terbaik yang memberikan pengalaman bermain judi slot online yang tak terlupakan. Dengan variasi slot online terlengkap dan peluang memenangkan jackpot slot maxwin yang sering, OLXTOTO menjadi pilihan terbaik bagi para pemain yang mencari kesenangan dan kemenangan besar dalam perjudian online. Di samping itu, OLXTOTO juga menawarkan layanan pelanggan yang ramah dan responsif, siap membantu setiap pemain dalam mengatasi masalah teknis atau pertanyaan seputar perjudian online. Kami menjaga integritas game dan memberikan lingkungan bermain yang adil serta menjalankan kebijakan perlindungan pelanggan yang cermat. Bergabunglah dengan OLXTOTO sekarang dan nikmati pengalaman bermain slot online yang luar biasa. Jadilah bagian dari komunitas perjudian yang mengagumkan ini dan raih kesempatan untuk meraih kemenangan besar. Dapatkan akses mudah dan praktis ke situs OLXTOTO dan rasakan sensasi bermain judi slot yang tak terlupakan.  
  • Topics

×
×
  • Create New...

Important Information

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