From 1936e2d2511c613883d3837e22cd86f7d5f9a7e1 Mon Sep 17 00:00:00 2001 From: WayofTime Date: Sat, 14 May 2016 15:33:05 -0400 Subject: [PATCH] Fixed bound sword stuttering --- changelog.txt | 1 + .../bloodmagic/item/ItemBoundSword.java | 18 +++++++++--------- 2 files changed, 10 insertions(+), 9 deletions(-) diff --git a/changelog.txt b/changelog.txt index a6731f5c..4886f066 100644 --- a/changelog.txt +++ b/changelog.txt @@ -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 diff --git a/src/main/java/WayofTime/bloodmagic/item/ItemBoundSword.java b/src/main/java/WayofTime/bloodmagic/item/ItemBoundSword.java index 6df766aa..81fd6fb5 100644 --- a/src/main/java/WayofTime/bloodmagic/item/ItemBoundSword.java +++ b/src/main/java/WayofTime/bloodmagic/item/ItemBoundSword.java @@ -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(EnumActionResult.FAIL, event.result); - - player.setActiveHand(hand); - return new ActionResult(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(EnumActionResult.FAIL, event.result); +// +// player.setActiveHand(hand); +// return new ActionResult(EnumActionResult.SUCCESS, stack); +// } return super.onItemRightClick(stack, world, player, hand); }