Fixed bound sword stuttering

This commit is contained in:
WayofTime 2016-05-14 15:33:05 -04:00
parent 0855c61943
commit 1936e2d251
2 changed files with 10 additions and 9 deletions

View file

@ -4,6 +4,7 @@ Version 2.0.0-38
- Fixed it so that the Sentient weaponry is actually repairable using any demon will crystals in an anvil
- Changed the stat tracker for Tough Palms so that it counts number of hearts sacrificed, not number of sacrifices
- Fixed the Living Armour so that it wouldn't get damaged by self-sacrificing when you had upgrades that mitigate unblockable sources.
- Fixed bound sword stuttering
------------------------------------------------------
Version 2.0.0-37

View file

@ -55,15 +55,15 @@ public class ItemBoundSword extends ItemSword implements IBindable, IActivatable
if (player.isSneaking())
setActivatedState(stack, !getActivated(stack));
if (!player.isSneaking() && getActivated(stack))
{
BoundToolEvent.Charge event = new BoundToolEvent.Charge(player, stack);
if (MinecraftForge.EVENT_BUS.post(event))
return new ActionResult<ItemStack>(EnumActionResult.FAIL, event.result);
player.setActiveHand(hand);
return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
}
// if (!player.isSneaking() && getActivated(stack))
// {
// BoundToolEvent.Charge event = new BoundToolEvent.Charge(player, stack);
// if (MinecraftForge.EVENT_BUS.post(event))
// return new ActionResult<ItemStack>(EnumActionResult.FAIL, event.result);
//
// player.setActiveHand(hand);
// return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
// }
return super.onItemRightClick(stack, world, player, hand);
}