Fixed Harvest sigil in armour giving bad items

Finished optimization of compression handler.
This commit is contained in:
WayofTime 2015-03-11 19:19:17 -04:00
parent e21f6941ba
commit d7d8aedd42
8 changed files with 259 additions and 117 deletions

View file

@ -49,6 +49,7 @@ public class ItemBloodLightSigil extends EnergyItems implements IHolding
@Override
public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7, float par8, float par9, float par10)
{
System.out.println("Being called");
if(!EnergyItems.checkAndSetItemOwner(par1ItemStack, par2EntityPlayer) || !EnergyItems.syphonBatteries(par1ItemStack, par2EntityPlayer, getEnergyUsed()))
{
return true;

View file

@ -185,6 +185,10 @@ public class ItemHarvestSigil extends EnergyItems implements IHolding, ArmourUpg
@Override
public void onArmourUpdate(World world, EntityPlayer player, ItemStack thisItemStack)
{
if(world.isRemote)
{
return;
}
int range = 3;
int verticalRange = 1;
int posX = (int) Math.round(player.posX - 0.5f);

View file

@ -171,6 +171,10 @@ public class ItemPackRatSigil extends EnergyItems implements IHolding, ArmourUpg
@Override
public void onArmourUpdate(World world, EntityPlayer player, ItemStack thisItemStack)
{
if(world.isRemote)
{
return;
}
ItemStack stack = CompressionRegistry.compressInventory(player.inventory.mainInventory, world);
if(stack != null)
{

View file

@ -95,11 +95,37 @@ public class SigilOfHolding extends EnergyItems
}
}
}
@Override
public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7, float par8, float par9, float par10)
{
if (checkAndSetItemOwner(par1ItemStack, par2EntityPlayer))
{
int currentSlot = this.getSelectedSlot(par1ItemStack);
ItemStack[] inv = getInternalInventory(par1ItemStack);
if (inv == null)
{
return false;
}
ItemStack itemUsed = inv[currentSlot];
if (itemUsed == null)
{
return false;
}
itemUsed.getItem().onItemUse(par1ItemStack, par2EntityPlayer, par3World, par4, par5, par6, par7, par8, par9, par10);
saveInternalInventory(par1ItemStack, inv);
}
return true;
}
@Override
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
//TODO Might be a good idea to have this item need to be in the player's first slot
if (checkAndSetItemOwner(par1ItemStack, par3EntityPlayer))
{
if (par3EntityPlayer.isSneaking())