Fixed bound sword stuttering
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parent
0855c61943
commit
1936e2d251
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@ -4,6 +4,7 @@ Version 2.0.0-38
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- Fixed it so that the Sentient weaponry is actually repairable using any demon will crystals in an anvil
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- Fixed it so that the Sentient weaponry is actually repairable using any demon will crystals in an anvil
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- Changed the stat tracker for Tough Palms so that it counts number of hearts sacrificed, not number of sacrifices
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- Changed the stat tracker for Tough Palms so that it counts number of hearts sacrificed, not number of sacrifices
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- Fixed the Living Armour so that it wouldn't get damaged by self-sacrificing when you had upgrades that mitigate unblockable sources.
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- Fixed the Living Armour so that it wouldn't get damaged by self-sacrificing when you had upgrades that mitigate unblockable sources.
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- Fixed bound sword stuttering
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Version 2.0.0-37
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Version 2.0.0-37
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@ -55,15 +55,15 @@ public class ItemBoundSword extends ItemSword implements IBindable, IActivatable
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if (player.isSneaking())
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if (player.isSneaking())
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setActivatedState(stack, !getActivated(stack));
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setActivatedState(stack, !getActivated(stack));
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if (!player.isSneaking() && getActivated(stack))
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// if (!player.isSneaking() && getActivated(stack))
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{
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// {
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BoundToolEvent.Charge event = new BoundToolEvent.Charge(player, stack);
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// BoundToolEvent.Charge event = new BoundToolEvent.Charge(player, stack);
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if (MinecraftForge.EVENT_BUS.post(event))
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// if (MinecraftForge.EVENT_BUS.post(event))
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return new ActionResult<ItemStack>(EnumActionResult.FAIL, event.result);
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// return new ActionResult<ItemStack>(EnumActionResult.FAIL, event.result);
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//
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player.setActiveHand(hand);
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// player.setActiveHand(hand);
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return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
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// return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
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}
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// }
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return super.onItemRightClick(stack, world, player, hand);
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return super.onItemRightClick(stack, world, player, hand);
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}
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}
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