Server side only item callback: allow a held item to decide if it wants to pass sneak-clicks through
to a block, or not. Defaults false- the same as the new vanilla behaviour (sneak clicks with an item in hand don't activateBlock anymore).
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708516e060
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3d5197ea33
2 changed files with 25 additions and 11 deletions
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@ -18,17 +18,16 @@
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public class Item
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{
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@@ -229,6 +232,9 @@
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@@ -230,18 +233,26 @@
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/** full name of item from language file */
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private String itemName;
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+
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+ /** FORGE: To disable repair recipes. */
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+ protected boolean canRepair = true;
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+
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public Item(int par1)
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{
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@@ -236,12 +242,17 @@
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this.shiftedIndex = 256 + par1;
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if (itemsList[256 + par1] != null)
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{
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@ -58,7 +57,7 @@
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Vec3 var23 = var13.addVector((double)var18 * var21, (double)var17 * var21, (double)var20 * var21);
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return par1World.rayTraceBlocks_do_do(var13, var23, par3, !par3);
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}
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@@ -701,4 +716,289 @@
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@@ -701,4 +716,304 @@
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{
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StatList.initStats();
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}
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@ -346,5 +345,20 @@
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+ original.theMaximumChanceToGenerateItem, original.itemWeight);
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+ }
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+ return original;
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+ }
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+
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+ /**
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+ *
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+ * Should this item, when held, allow sneak-clicks to pass through to the underlying block?
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+ *
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+ * @param par2World
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+ * @param par4
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+ * @param par5
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+ * @param par6
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+ * @return
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+ */
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+ public boolean shouldPassSneakingClickToBlock(World par2World, int par4, int par5, int par6)
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+ {
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+ return false;
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+ }
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}
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@ -180,7 +180,7 @@
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+ Block block = Block.blocksList[var11];
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+ boolean result = false;
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+
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+ if (block != null && (!par1EntityPlayer.isSneaking() || par1EntityPlayer.getHeldItem() == null))
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+ if (block != null && (!par1EntityPlayer.isSneaking() || ( par1EntityPlayer.getHeldItem() == null || par1EntityPlayer.getHeldItem().getItem().shouldPassSneakingClickToBlock(par2World, par4, par5, par6))))
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+ {
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+ if (event.useBlock != Event.Result.DENY)
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+ {
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