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 - 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 - 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 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
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Version 2.0.0-37 Version 2.0.0-37

View file

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