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L1[00:02:14] ***
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L4[00:11:24] <tterrag> !gm
getCommandName
L5[00:11:53] <tterrag> !mh
getCommandName
L6[00:12:45] <Cypher121> is there a good way
to edit behavior of vanilla entities?
L7[00:13:03] <Cypher121> as in override a
certain method
L8[00:19:20] <tterrag> ok what the
heck?
L9[00:19:25] <tterrag> why is it getName()
in latest forge?
L10[00:19:30] <tterrag> but MCPBot says
getCommandName
L11[00:19:32] <tterrag> bspkrs:
explen
L12[00:20:25] <tterrag> is forge *that*
behind?
L13[00:20:30] <tterrag> it was changed back
in january...
L14[00:22:51] <tterrag> !exports
L15[00:23:58] <tterrag> ignore me, this mod
I clonsed uses custom mappings and I failed to notice...now to yell
at someone else
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wonders unfold before us; all we have to do is want it
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L33[01:20:30] <tterrag> is there any way to
know the side from the TEs readFromNBT method?
L34[01:20:35] <tterrag> the worldObj has
not been set yet
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L37[01:24:56] <tterrag> nevermind I guess,
I'll just use validate
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L41[01:36:56] <McJty> tterrag, otherwise
FMLCommonHandler.instance().getEffectiveSide()
L42[01:37:13] <tterrag> ugly thread
inspection
L43[01:37:14] <tterrag> no thanks :P
L44[01:37:22] <tterrag> I'd rather have
proper context
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L46[01:37:37] <McJty> yes, that's always
better
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L52[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151105 mappings to Forge Maven.
L53[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151105-1.8.zip (mappings
= "snapshot_20151105" in build.gradle).
L54[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L105[04:46:29] <illy[Zzz]> !gf
field_70121_D
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L113[05:03:30] <Wuppy> ugh I'm so fucking
pissed right now
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L116[05:03:54] <sham1> So am I
L117[05:04:00] <Wuppy> why are you?
L118[05:04:02] <sham1> My backpack went
RIP
L119[05:04:24] <Wuppy> I'm going into full
on warfare with my roommates it seems
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L122[05:10:52] <gigaherz> Wuppy: no room
for clear direct peaceful conversation?
L123[05:11:04] <Wuppy> apperantly not
anymore :c
L124[05:11:15] <Wuppy> they went to the
home owners behind our back
L125[05:11:19] <gigaherz> spent all
passive-agressivity
L126[05:11:27] <gigaherz> ?
L127[05:11:27] <gigaherz> XD
L128[05:12:13] <Wuppy> and even though
we've had a bunch of parties, we didn't do anything wrong
legally
L129[05:12:38] <Wuppy> plus, I'm willing
to spend a significant amoutn of money to stay here (location + the
fact that this place is rather cheap)
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L131[05:13:13] <gigaherz> "Latest
EMET Bypass Targets WoW64 Windows Subsystem"
L132[05:13:13] <gigaherz> lol
L133[05:13:47] <gigaherz> apparently 32bit
browsers on a 64bit OS can be used to bypass EMET
L135[05:16:06] <gigaherz> hmm I didn't
mean to write this here
L136[05:16:09] *
gigaherz shrugs
L137[05:16:20] <Wuppy> hehe
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L170[07:54:51] <Wuppy> o____0
L171[07:54:54] <Wuppy> you broke the
thing
L172[07:55:15] <Ordinastie> do we even
want to know ?
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L174[08:06:25] <Jake_Evans> lol I haven’t
done anything
L175[08:06:32] <Jake_Evans> I just tested
my dev environment run configs
L176[08:06:36] <Jake_Evans> and well..
disaster
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L178[08:08:32] <Jake_Evans> The font’s all
buggered too lol
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L181[08:32:49] <sham1> How did you
even
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L191[08:47:50] <Jake_Evans> Must be my
graphics card or something ‘cos I have no idea how to fix it
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L211[10:20:12] <Baburek> Does anyone knows
how to remove a shaped recipe from GregTech?
L212[10:20:40] ***
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L213[10:21:38] <Baburek> Trying with
CraftingManager.getInstance().getRecipeList() and remove() but
greg's recipes still appears even with "after:gregtech"
dependency
L214[10:23:45] <Soni> leak: so this is
what mojang code looks like:
"Blocks.DIRT.defaultBlockState().getBlockStateDefinition().getValue(String)"
L215[10:24:06] <Soni> apparently the
decompiled code uses "Blocks.dirt" :(
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L235[13:04:18] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L236[13:04:26] <fry> for full variants
[{}] works :P
L237[13:04:27] <Zaggy1024> was trying to
quick test to see if something was breaking for no reason when I
added another specified variant, and it failed to load on that
line
L238[13:05:01] <tterrag> Baburek: 1)
removing stuff from the oredict is bad
L239[13:05:01] <tterrag> 2) sounds like
you could just do both of those after...why do you need
before?
L240[13:05:05] ⇦
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L241[13:05:14] <Zaggy1024> okay, that bit
of code is a bit confusing to me, but don't you think it would be
good if it didn't crash due to it being empty?
L242[13:05:22] <McJty> Hmm, how do you get
the fluid that is in a bukket? ItemBucket has a private field
called 'isFull' that seems to be the fluid block but how to get
that?
L243[13:05:29] <Zaggy1024> (every time I
look at that code I get very confused :P)
L244[13:05:32] <McJty> I know I can use
reflection but is that the only way here?
L245[13:05:36] <Baburek> tterrag, to
register OreDict event handler
L246[13:05:47] <fry> should {} denote full
variant or the partial variant?
L247[13:06:02] <Zaggy1024> full, it really
can't denote anything else
L248[13:06:07] <alex_6611> McJty there is
a fluid item registry, called something like
FluidContainerRegistry
L249[13:06:11] <alex_6611> that can get
it
L250[13:06:17] <fry> property
decomposition isn't designed very well
L251[13:06:24] <Zaggy1024> hm?
L252[13:06:38] <McJty> alex_6611, aha
thanks
L253[13:06:46] <Zaggy1024> fry, what do
you mean?
L254[13:07:13] <fry> this part needed to
be fixed, cause initially "normal" variant didn't work at
all
L255[13:07:24] <fry> since it didn't have
"=" in it
L256[13:07:28] <Zaggy1024> ah yeah
L257[13:07:50] <fry> it wasn't thought
through at all
L258[13:08:13] <fry> and I don't want to
add more hotfixed to it, and rather fix it for good in the next
version :P
L259[13:08:14] <Zaggy1024> yeah...now that
I think about it my "normal" tag is confusing for the
loader
L260[13:08:29] <Zaggy1024> bah
L261[13:08:42] <Zaggy1024> yeah we really
should've spent more time on that part of it :P
L262[13:09:01] <Zaggy1024> but keeping it
from crashing it would probably still be good
L263[13:09:22] <fry> I'm almost sure it's
not the only part that can crash :P
L264[13:09:40] <Zaggy1024> well lemme find
out now :P
L265[13:10:37] <Zaggy1024> although
checking only the first mapping in there might not be the best
course too
L266[13:10:52] <Zaggy1024> I wish the
blockstates loader could be a learning robot :P
L267[13:11:08] <fry> parsing is not a
trivial problem
L268[13:11:23] <Soni> Baburek, use 2
mods
L269[13:11:30] <fry> and if you can make
that "learning robot" you'll get a nobel prize :P
L270[13:11:35] <Zaggy1024> not when you
jam two formats to specify something in one place :P
L271[13:12:12] <Zaggy1024> maybe we should
have an "overrides" key
L272[13:12:31] <Baburek> Soni, I'll try
thanks
L273[13:12:35] <fry> bug-led design is a
very bad idea
L274[13:12:48] <fry> it needs to be
thought through from the top
L275[13:12:51] <Baburek> but it will looks
like not good
L276[13:13:05] <Zaggy1024> yeah
L277[13:13:16]
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L278[13:13:39] <Zaggy1024> but we're kind
of stuck with this one for a long time now because modders are
stubborn :(
L279[13:13:46] <Soni> (please note that
using 2 mods like that is Very Bad™, but it works)
L280[13:14:06] <Soni> I wish we had
@Before and @After annotations
L281[13:14:40] <fry> and that's exactly
why I don't want to improve it slightly :P
L282[13:14:54] <Zaggy1024> er okay
L283[13:15:01] <Soni> (and deprecate
dependencies=)
L284[13:15:01] ⇦
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L285[13:15:15] <Zaggy1024> but the fix for
iterating it isn't going to break anything that works
currently
L286[13:15:34] <Zaggy1024> just tried it
on my json and it made it load
L287[13:15:46] <Zaggy1024> not that I
recommend people format their jsons like that
L288[13:16:25] <fry> it doesn't make
anything possible that wasn't possible before, and it increases the
set of the inputs that need to be thought of in the future
L289[13:16:54] <fry> if {} is accepted
right now - people will expect that {} is accepted in a certain way
in the future
L290[13:17:10] <Zaggy1024> not if we make
a whole new format
L291[13:17:22] <Zaggy1024> I mean,
hopefully it'll be different enough to force them to think
L292[13:17:31] <fry> that'll never happen
:P
L293[13:17:41] <Zaggy1024> then we're
screwed either way :P
L294[13:17:48] ***
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L295[13:18:00] <Zaggy1024> they'll
undoubtedly do things wrong if they think it'll be compatible with
the old format
L296[13:18:31] <fry> but we can reduce the
number of things that old format accepts :P
L297[13:19:31] ***
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L298[13:20:25] <Zaggy1024> eh, it the
error doesn't really matter, I guess...although it would be nice to
at least tell people what's happening
L299[13:21:08] <Zaggy1024> and probably
also ignore that variant
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L305[13:35:06] <Zaggy1024> fry, is there
currently a way to specify TRSRs for different perspectives?
L306[13:35:35] <gigaherz_w>
IPerspectiveAwareModel?
L307[13:35:40] <Baburek> Nice, registerOre
event is not cancelable, result.deny does nothing
L308[13:35:46] <Zaggy1024> I don't see it
on the specs paste you made a while back, but that may be out of
date
L309[13:35:52] <Zaggy1024> gigaherz_w, I
mean in the blockstates foramt
L310[13:35:55] <fry>
"transform": { "thirdperson": {} }
L311[13:36:08] <tterrag> Baburek: because
like I said, you cannot "deny" an oredict registration.
that would break mods
L312[13:36:59] <Zaggy1024> ah
L313[13:37:00] <Zaggy1024> thanks
L314[13:37:17] <Zaggy1024> I haven't
touched item models in blockstates yet
L317[13:38:59] <fry> tterrag: I'm not sure
if it's complete, and it's just a spec with a little comments
added
L318[13:39:29] <tterrag> so then it's
preferable to have no docs at all?
L319[13:39:45] <fry> I don't know
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L321[13:40:06] <fry> I prefer to look at
the source rather than using the incorrect documentation
L322[13:40:10]
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L323[13:40:12] <tterrag> you are the only
one who properly knows these systems
L324[13:40:18] <tterrag> if you don't help
with the docs, no one will
L325[13:40:22] <Baburek> Is it possible to
remove crafting recipe with an oreDict name then?
L326[13:40:33] <fry> I didn't do much of
this part
L327[13:40:42] <fry> and I don't know all
about it
L328[13:40:52] <fry> Zaggy and Lex did
most of it
L329[13:41:07] <Baburek> I've tried with
getCraftingRecipes() and OreDict.getOres("name") but it
works only for vanilla recipes
L330[13:41:11] <fry> I only added
transforms
L331[13:41:35] <tterrag> well my point
still stands
L332[13:41:48] <tterrag> we have official
docs now, that means when you add a system you document it
L333[13:42:03] <tterrag> "let the
community do it" is nice in theory, but as we've seen doesn't
really happen
L334[13:42:30] <fry> "document it if
you add it" doesn't happen either :P
L335[13:42:33] <killjoy> it takes me a
while to get motivated to contribute
L336[13:42:48] <tterrag> fry: but it needs
to
L337[13:42:52] <fry> I try my best, but
it's insanely hard for me
L338[13:42:54] <tterrag> documentation is
PART of development
L339[13:43:06] <tterrag> if you add a
system no one knows how to use then it's pointless
L340[13:43:55] <killjoy> Unless it's
internal
L341[13:43:59] <killjoy> event then,
comments
L342[13:45:12] <fry> I guess I'm a shitty
developer :P
L343[13:45:48]
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L344[13:46:22] <killjoy> I'm sure you'll
want to murder yourself in 3 months
L345[13:47:29] <fry> nah, I'm adding
comments for most of the obscure parts nowadays
L346[13:47:46] <killjoy> Did you want to
murder yourself from a year ago?
L347[13:47:59] <fry> year - nope
L348[13:48:13] <killjoy> Good. suicide is
no joke
L349[13:48:19] <gigaherz_w> wuld be nice
to be ableto retroactively slap yourself
L350[13:48:29] <fry> I've learned to write
the code I can understand later a long time ago
L351[13:48:37] <gigaherz_w> right when you
are about to make a bad decision
L352[13:48:41] <gigaherz_w> yo usuddenly
feel a stab of pain
L353[13:48:45] <gigaherz_w> XD
L354[13:48:48] <fry> as a side effect I
didn't learn to write a lot of comments :P
L355[13:48:51] <killjoy> A scar appears in
your side
L356[13:48:57] <killjoy> You stole your
kidney
L357[13:49:19] <gigaherz_w> they could
makea movie about that
L358[13:49:25] <gigaherz_w> but it would
be a comedy
L359[13:49:29] <gigaherz_w> so I wouldn't
watch it
L360[13:49:40] <killjoy> You need that
kidney because a stranger stole yours a long time ago
L361[13:49:50] <gigaherz_w> I mena being
ableto slab yourself retroactively
L362[13:49:53] <gigaherz_w> not stab
yourself
L363[13:49:53] <gigaherz_w> XD
L364[13:50:02] <gigaherz_w> or steal
kidneys
L365[13:50:12] <killjoy> Referencing
charlie the unicorn
L366[13:51:20] <fry> Also, it's pretty
much impossible to write obscure code in java - it's the main
selling point of the language :P
L367[13:51:37] <killjoy> I'm sure you
could find a way
L368[13:51:41] <gigaherz_w> it has lambdas
now
L369[13:51:41] <gigaherz_w> ;P
L370[13:51:52] <tterrag> oh it's
definitely possible
L371[13:51:57] <gigaherz_w>
continuation-based codecan get quite funny
L372[13:51:58] <gigaherz_w> ;P
L373[13:52:23] <Cypher121> isn't that why
people make mods in scala?
L374[13:52:34] <Cypher121> so they can
write obscure code?
L375[13:52:38] <gigaherz_w> because java
is too clean? maybe
L376[13:52:41] ⇦
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L377[13:52:42] <killjoy> You can make a
mod in groovy now
L378[13:52:47] <gigaherz_w>
self-obfuscating code
L379[13:52:52] <gigaherz_w> we should
support perl as a modding language!
L380[13:53:08] <Cypher121> Brainfuck
L381[13:53:20] <fry> yes, "you can
accomplish anything if you put your mind to it", but generally
speaking java is as simple as 1+1 :P
L382[13:53:20] <gigaherz_w> nah ath makes
sense, unlike perl.
L383[13:53:30] <gigaherz_w> that*
L384[13:53:44] <Cypher121> well, that
depends on how you use perl
L385[13:54:00] <gigaherz_w> a programming
language modelled after redstone
L386[13:54:02] <gigaherz_w> hmmm
L387[13:54:17] <gigaherz_w> you have
variables
L388[13:54:22] <gigaherz_w> but the value
decays over 15 instructions
L389[13:54:36] <Cypher121> so redstone is
modeled after electric signals
L390[13:54:45] <gigaherz_w> you have
inversion-assignation
L391[13:54:51] <Zaggy1024> hm, is there no
way to make a block not spawn running particles?
L392[13:55:00] <gigaherz_w> which updates
a variable, but inverts the value
L393[13:55:07] <gigaherz_w> you have
direct assignation, but on a delay:
L394[13:55:17] <gigaherz_w> that is, the
variable gets the value after X instructions (configurable)
L395[13:55:37] <gigaherz_w> you have the
comparator, that outputs a value depending on the input, and the
previous value of the variable
L396[13:55:43] <Cypher121> just add 50ms
sleep timer after each inversion
L397[13:55:56] <gigaherz_w> nono this is
pipelined
L398[13:56:06] <gigaherz_w> like MIPS, you
have "delay slots"
L400[13:57:02] <Cypher121> anyway, I was
trying to ask something. what would be the best way to remove
knockback from arrows shot by skeletons?
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L402[13:57:59] <Cypher121> so far I have
replacing arrows shot by skeletons by my own extension (requires
ASM or replacing entities, not sure which one is worse) or doing
something on damage event
L403[13:59:52] <Cypher121> *tumbleweeds
rolling*
L404[14:00:07] <fry> *western music
playing*
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L406[14:00:21] <killjoy> I'd say asm is
worse
L407[14:00:27] <killjoy> are you replacing
entities in the registry?
L408[14:00:35] <Cypher121> tried
that
L409[14:00:41] <Cypher121> for awful
results
L410[14:00:50] <killjoy> on tick
thing?
L412[14:01:09] <killjoy> spawn entity
event?
L413[14:01:15] <Cypher121> then decided to
subscribe to EntityWorldJoinEvent and replace all skeletons with my
own
L414[14:01:27] <killjoy> Oh, the
skeleton?
L415[14:01:31] <killjoy> Why not the
arrow?
L416[14:01:57] <Cypher121> hmm, makes
sense
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L418[14:02:52] <Cypher121> problem is that
when I get an entity, I need to create my own and give it some
parameters of the one event gave me
L419[14:02:54] ⇦
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L420[14:02:56] <Cypher121> but which
ones?
L422[14:03:50] <karlthepagan> next:
runtime editing of rules, gui overlay for some messages (like
ClearLag warnings)
L423[14:03:54] <killjoy> So are you
talking about knockback from damage or enchantments?
L424[14:04:07] <Cypher121> both
L425[14:04:33] <Cypher121> complete lack
of effect on player's movement
L426[14:04:44] <Cypher121> took arrow to
forehead, still swimming to skeleton
L427[14:05:13] <killjoy> Is there a damage
event?
L428[14:05:52] <Cypher121>
LivingAttackEvent is fired when a living Entity is attacked.
L429[14:07:15] ⇦
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L430[14:07:17] ***
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L431[14:07:28] <killjoy> I would subscribe
to that, check the soruce for skeleton, cancel, then manually set
the health, bypassing knockback
L432[14:07:36] <killjoy> Using lowest
priority
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L440[14:24:23] <killjoy> MattDahEpic, do
you mean for all the fields in ConfigSectionMobOre to be
static?
L441[14:24:39] <MattDahEpic> hmmmm
L442[14:25:12] <killjoy> Remove all the
static modifies
L443[14:26:43] <MattDahEpic> yup, that
fixed it
L444[14:26:57] <tterrag> also don't use
CONSTANT_CASE for things that aren't constants :P
L445[14:27:15] <killjoy> should probably
mark it final if it's not going to change
L446[14:27:16] ⇦
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L447[14:28:29] <killjoy> You also
should've gotten a warning about static access when you did
this.*field*
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L456[14:51:49] <shade_phone> stupid
nickserv
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L460[14:53:14] <sham1> Get a bouncer
:P
L461[14:53:42] <shade_phone> im on one on
my phone :P
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L463[14:54:24] <fry> really? we couldn't
tell
L464[14:54:28] <Cypher121> public final
float ammount;
L465[14:54:28] <Cypher121> that name
messes with my head more than it should
L466[14:54:33] <shade_phone> lol
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L469[14:57:38] <gigaherz_w> any ideas?
;P
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L472[15:00:04] <Cypher121> instruction to
join lines?
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L474[15:01:31] <shade_phone> fry, do you
think it would be possible/worth making the obj loader support >
4 vertices per face?
L475[15:01:46] <Cypher121> killjoy: this
turned out hilariously bad. arrows bounce from player and deal 1
heart of armor-piercing damage T_T
L476[15:01:54] <fry> shade_phone:
yes
L477[15:03:07] <shade_phone> ok, how would
passing the vertex data into the game work at that point?
L478[15:03:16] <fry> same way
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L480[15:04:06] <shade_phone> is there
anything special that needs to happen with VertexFormats and
such?
L481[15:04:26] <karlthepagan> gigaherz_w,
I think you should decide how strong you want your analogy to
redstone to be
L482[15:04:36] <fry> nope
L483[15:05:01] <gigaherz_w> karlthepagan:
as annoying as possible
L484[15:05:02] <gigaherz_w> XD
L485[15:05:07] <gigaherz_w> but still
workable
L486[15:05:09] <karlthepagan> gigaherz_w,
if you want it to be closer to redstone, then asm seems to break
that a bit?
L487[15:05:11] <karlthepagan> oh lol
L488[15:05:24] <gigaherz_w> hence why I
made the registers shift themselves each instruction
L489[15:05:28] <gigaherz_w> ;P
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L491[15:05:59] <karlthepagan> oh lawd...
well that's almost as bad as my idea. Just make another world for
players to edit miniturized circuits
L492[15:06:08] <gigaherz_w> heh
L493[15:06:16] <karlthepagan> where each
chunk in that world is a block in overworld
L494[15:06:26] <karlthepagan> (probably
partitioned by bedrock)
L495[15:06:28] <gigaherz_w> I have been
hoping with a gui-based redstone IC editor
L496[15:06:39] <gigaherz_w> but using
actual redstone blocks
L497[15:06:44] <gigaherz_w> as in
L498[15:06:50] <karlthepagan> does such a
thing exist? that would be cool
L499[15:07:05] <gigaherz_w> a grid where
you can place a "solid block", a "torch", a
"redstone dust"
L500[15:07:12] <gigaherz_w> not that I'm
aware of
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L502[15:07:52] <gigaherz_w> the way I'd do
it, is by handling clicks with the actual items
L503[15:08:16] <gigaherz_w> but then
adding some extra info, like the torch could be rotated to take
input from each of the possible 4 sides
L504[15:08:38] <gigaherz_w> like, left
click woudl take the item out, right-click would rotate it
L505[15:09:03] <gigaherz_w> advanced tiers
could have multiple layers
L506[15:09:09] <gigaherz_w> akin to actual
layers on the ground
L507[15:09:25] <gigaherz_w> using a
visualization similar to the one in the mc wiki
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L509[15:09:48] <gigaherz_w> (so like you
see a semi-transparent red dot when a torch is in the same location
of the layer below)
L510[15:10:20] <gigaherz_w> then
"commiting" the gui would sortof compile the circuit into
a lag-free IC ;P
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L512[15:10:43] <karlthepagan> turn it into
a forge gui and make a mod where you do this in-game ;)
L513[15:10:54] <karlthepagan> or just make
a webservice to do it and make $ on ads
L514[15:11:13] <karlthepagan> is that in
the mojang license? selling access to your software for purposes
other than playing the full game?
L515[15:11:15] <karlthepagan> :P
L516[15:11:26] <karlthepagan> brb
lunch
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L519[15:13:57] <shade_phone> bbl
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L523[15:23:48] <karlthepagan> gigaherz_w,
what do you think of the mini-circuits hack? I haven't looked into
the world logic, but I'm guessing passing state across worlds and
keeping the circuit world in active are the only challenges
L524[15:24:57] <gigaherz_w> yeah
L525[15:25:04] <gigaherz_w> well
L526[15:25:12] <gigaherz_w> it may be best
to like
L527[15:25:22] <gigaherz_w>
"cache" the contents
L528[15:25:28] <gigaherz_w> in a sortof
preprocessed/compiled way
L529[15:25:44] <gigaherz_w> and have
something else that marks the cache as dirty when a block
changes
L530[15:26:11] <gigaherz_w> or like, if
the world is loaded, use the actua linput/output from the world, if
it's unloaded, run the simulation instead
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L532[15:33:17] <HassanS6000> Hey I tried
using this
L534[15:33:25] <HassanS6000> And I
got
L536[15:33:28] <HassanS6000> in
console
L537[15:33:33] <HassanS6000> and
L539[15:33:36] <HassanS6000> on
client
L540[15:34:07] <HassanS6000> Not sure if
this is normal or not.. it starts up without crashes, but if I
press "No" it crashes, and if I press "Yes" it
seems as though my replacement isn't really working
L541[15:34:27] <HassanS6000> To be clear,
I'm using a SubstitutionAlias for Snow and Ice
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L543[15:34:59] <killjoy> pressing yes
makes a backup
L544[15:35:14] <killjoy> It's unclear of
that
L545[15:35:44] <HassanS6000> killjoy, yes
I understand, but does that I mean I did something wrong?
L546[15:35:48] <HassanS6000> Why the error
in console?
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L549[15:40:08] <killjoy> no idea
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L553[16:07:03] <karlthepagan> brb,
blizzcon
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L585[17:49:25] <Unh0ly_Tigg> for anyone
here that knows blender well enough, if I have a plane with verts
at (-1,1,0)->(1,1,0)->(1,-1,0)->(-1,-1,0) (top left start,
clockwise), and I have it mapped to a square texture (the smooth
stone texture), I know there was a way to setup the mapping so that
instead of the whole plane showing 1 smooth stone block, it would
do it based on the grid (so with my coordinates, there would be a
2x2 grid of the
L586[17:49:25] <Unh0ly_Tigg> texture),
does anyone know how to set that up?
L587[17:51:45] <Deamon> map your UVs from
0-2 and use GL_REPEAT when binding the texture if I recall
correctly
L588[17:51:57] <Unh0ly_Tigg> this is in
blender, not in code.
L589[17:52:22] <Deamon> oh no idea
then
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L593[18:01:07] <Unh0ly_Tigg> oh, blender
2.76 appears to have a coordinates mapping option, I just need to
update and try. heres hoping
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L595[18:02:12] <TTFTCUTS> also you should
really make that order counterclockwise Unh0ly_Tigg
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L597[18:02:20] <TTFTCUTS> if it's
clockwise you're looking at the rear side
L598[18:02:49] <Unh0ly_Tigg> it's just the
coordinates, I just figured it was easier to list them, the normals
are setup properly though.
L599[18:03:20] <Unh0ly_Tigg> the normals
are set to face towards +z
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L601[18:03:41] <Unh0ly_Tigg> since blender
uses x and y for horizontal and z for vertical.
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L604[18:18:47] <Unh0ly_Tigg> found it,
Texture > Image Mapping > Repeat > Repeat X/Y
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L615[20:12:24] <Cypher121> !gm
func_145827_c
L617[20:14:34] <killjoy> I use gson
L620[20:16:17] <gigaherz_w> last update
checker I did was in a C# app, and I did an http request to a .txt
file, no fancy encodings at all
L621[20:16:25] <MattDahEpic> ^ me
too
L622[20:16:25] <gigaherz_w> the .txt file
justhad the latest version written in it XD
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L625[20:27:08] <gigaherz_w> Cypher121:
well most simple answer would be "the class is
missing"
L626[20:27:25] <gigaherz_w> so... is it
there?
L627[20:29:54] <killjoy> Magneticraft
looks to be installed
L628[20:29:57] <killjoy> outdated
apiI?
L629[20:30:09] <Cypher121> class is
there
L630[20:30:20] <killjoy> bad
coremod?
L631[20:30:40] <Cypher121> and while we're
at it, DefNotFoundError is not thrown if class is missing
L632[20:30:47] <Cypher121> Exception is
thrown
L633[20:31:00] <killjoy> That's what
causes it
L634[20:31:54] <killjoy> Isn't
ClassNotFoundException just when using Class.forname?
L635[20:32:16] <Cypher121> if class is
missing completely, it's thrown by default loader
L636[20:32:46] <killjoy> Well it's thrown
at constructor
L637[20:33:33] <killjoy> Could it be
calling IHeatConductor.class.newInstance()?
L638[20:33:45] <killjoy> And since that
seems like an interface, it wouldn't work
L639[20:33:54] <Cypher121> it is an
interface
L640[20:34:34] <Cypher121> yeah, it's
quite likely. why it even operates with interfaces is beyond
me
L641[20:34:45] <killjoy> *it isn't
L642[20:34:46] <Cypher121> because context
seems to be createAndLoadTileEntity
L643[20:35:49] <killjoy> Hm.. no, that
would throw an InstantiationException.
L644[20:39:23] <Cypher121> wait, actually
it *does* throw an exception
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L646[20:42:54] <MattDahEpic> who what
magneticraft thats my job im on devteam for that
L647[20:44:38] <Cypher121> you'd be
surprised, but I'm too
L648[20:44:49] <MattDahEpic> woah who
would have guessed
L649[20:44:57] <MattDahEpic> cool
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L653[20:46:37] <unascribed> to answer your
comments
L654[20:46:45] <unascribed>
net.minecraft.block.Block is fine, class names are fixed at
runtime
L655[20:46:50] <unascribed> blockMaterial
is NOT
L656[20:46:58] <unascribed> you will need
to add the srg name
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L658[20:49:15] <MattDahEpic> !gf
Block.blockMaterial
L659[20:49:43] <unascribed> on the
net.minecraft.block.Block thing though
L660[20:49:53] <unascribed> it's much
better to do (c != Block.class)
L661[20:50:22] <unascribed> and you should
probably start your cursor at getClass, not Superclass, so that
blocks that are not subclassed work
L662[20:50:37] <unascribed> also keep in
mind that if you walk off the edge of the class hierarchy you'll
get null
L663[20:56:39] <MattDahEpic> the real
question is why Blocks.unpowered_comparator.getLocalizedName()
doesnt return a nice name while
Blocks.unlit_redstone_torch.getLocalizedName() does
L664[20:58:58] <unascribed> the unlit
redstone torch is technical block that is no longer
obtainable
L665[20:59:05] <unascribed> is a*
L666[20:59:09] <MattDahEpic> but it has a
nice name
L667[20:59:23] <MattDahEpic> albiet the
same as the regular torch, but...
L668[20:59:25] <unascribed> it was
obtainable once upon a t ime
L669[20:59:26] <unascribed> time*
L670[20:59:43] <gigaherz_w> back when the
unlit torch was actually another block id
L671[20:59:48] <unascribed> unpowered
comparators were never polished and when they were obtainable I
think had a name of "null"
L672[20:59:50] <gigaherz_w> instead of
just a separate meta state
L673[20:59:53] <unascribed> gigaherz_w: it
still is
L674[20:59:59] <gigaherz_w> is it?
L675[21:00:02] <unascribed> it just has no
ItemBlock now
L676[21:00:05] <gigaherz_w> ah
L677[21:00:09] <unascribed> if it wasn't,
all unlit torches in old worlds would disappear :P
L678[21:00:42] <MattDahEpic> oh yea
servers used them as currency long ago
L679[21:00:58] <gigaherz_w> well I mean I
assumed the old id was only there for compat, but torches would
stop using them as soon as they switched back to the lit
version
L680[21:01:11] *
gigaherz_w shrugs
L681[21:01:16] <gigaherz_w> never actually
looked though ;P
L682[21:01:29] <unascribed> to my
knowledge, even in 1.9, unlit and lit torches are still 75 and 76
respectively
L683[21:01:51] <gigaherz_w> seems
counter-productive to me ;P
L684[21:02:10] <unascribed> it's how
they've always worked
L685[21:02:13] <gigaherz_w> I'd have had a
version field on chunks, and on import, scan the whole thing and
get rid of them
L686[21:02:14] <unascribed> there's not
much incentive to "fix" them now
L687[21:02:25] <unascribed> and Mojang has
never done migration except between map formats
L688[21:02:25] <gigaherz_w> then reuse the
id for new stuff ;P
L689[21:02:37]
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L690[21:02:38] <MattDahEpic> 1.9 snapshot
nbteditsing shows you can get them, btu not easily
L691[21:02:53] <unascribed> except unlit
torches have no itemblock
L692[21:02:58] <unascribed> they don't
work in the inventory at all
L693[21:03:00] <unascribed> they do not
exist
L694[21:03:07] <unascribed> unless they
changed that in 1.9
L695[21:03:14] <MattDahEpic> you do crash
though
L696[21:03:19] <gigaherz_w> because: if a
chunk had the old version, it would be safe because the new stuff
using the same id wouldn't have existed yet, and chunks using the
new version would already be upgraded, so it would be just fine
;p
L697[21:03:30] <gigaherz_w> anyhow
L698[21:03:34] <gigaherz_w> I guess
Mojang.
L699[21:03:41] <unascribed> sure, but
what's the incentive to do such a complicated thing such as
that
L700[21:03:47] <unascribed> it works how
it is
L701[21:03:50] <unascribed> and we have
4096 block ids
L702[21:03:57] <unascribed> Mojang
certainly isn't using those any time soon
L703[21:04:01] <gigaherz_w> sure
L704[21:04:12] <gigaherz_w> I'm slightly
OCD in that regard
L705[21:04:14] <MattDahEpic> i think
mcregion -> anvil had a converter
L706[21:04:19] <unascribed> it did
L707[21:04:21] <unascribed> as did alpha
-> mcregion
L708[21:04:25] <unascribed> but those are
map formats
L709[21:04:27] <unascribed> not ID
remaps
L710[21:04:30] <gigaherz_w> yeah
L711[21:04:47] <gigaherz_w> although they
could have done a translation map if they had wanted ;p
L712[21:04:54] <gigaherz_w> they just
didn't
L713[21:04:56] <gigaherz_w> which is
ok
L714[21:05:00] <gigaherz_w> jsut meh
;P
L715[21:06:00] <gigaherz_w> and yeah in
1.8 it does swap the torch with the unlit version, just checked
XD
L716[21:06:07] <gigaherz_w> Ihave no
reason to believe they'd change that in 1.9
L717[21:06:11] <gigaherz_w> XD
L719[21:06:55] <unascribed> I give it 2
weeks before bootleg pipboys come out and all the pre-orderers feel
dumb
L720[21:07:30] <gigaherz_w> heh
L721[21:07:41] <SkySom> I wouldn't feel
dumb.
L723[21:07:50] <SkySom> The bootleg things
probably wouldn't be as good
L724[21:07:50] <Cypher121> f3+h says unlit
torch is 76
L725[21:07:55] <gigaherz_w> I can picture
the next conventionm whichever it may be
L726[21:07:55] <unascribed> it's a chunk
of plastic
L727[21:07:59] <unascribed> pretty hard to
screw that up
L728[21:08:01] <unascribed> but oh
well
L729[21:08:07] <gigaherz_w> 10000 people
with cardboard pipboys
L730[21:11:49] <Zaggy2048> gah
L731[21:12:00] <Zaggy2048> are tile
entities already removed when getDrops is called?
L732[21:12:16] <MattDahEpic> 1.8?
L733[21:13:13] <Zaggy2048> yeh
L734[21:13:55] <gigaherz_w> there's
workarounds ;P
L735[21:17:17] ⇦
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L737[21:18:06] <Zaggy1024> I'm sure there
are, but I'm tired and lazy...I'll figure it out tomorrow :P
L738[21:18:14] <Zaggy1024> ugh, I'm so
sleepy right now
L739[21:19:49] <Zaggy1024> wait, so what's
harvestBlock vs getDrops?
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L741[21:20:37] <Cypher121> calculate drops
on TE invalidation store them in a static map and access it on
getDrops(). shitcode?
L742[21:21:08] <Zaggy1024> very very
yes
L743[21:21:18] <Zaggy1024> I think I'd
rather die than do that :P
L744[21:21:49] <Zaggy1024> I know there's
a way around it anyway
L745[21:21:59] <Zaggy1024> I just need to
figure otu the right one, there's a ton of callbacks in this
code
L746[21:24:06] <gigaherz_w> nah the common
workaround is to save the te info on harvest
L747[21:24:07] <Zaggy1024> what's odd is
the info that I store in the block state is there when it's broken,
but I don't see how it could get there, as getActualState isn't
called on the state AFAIK
L748[21:24:18] <Zaggy1024> u
L749[21:24:20] <gigaherz_w> since the
drops will be calculated on harvest, you'll have them
available
L750[21:24:21] <Zaggy1024> *uh
L751[21:24:35] <Zaggy1024> wouldn't you
just use the callback that chests use to drop their contained
items?
L752[21:24:52] <Zaggy1024> if there's
nothing better, that is
L753[21:29:18] <MattDahEpic> how woudl one
go about making a full glass bottle add one level to a cauldron so
you can fill cauldrons for movable 1level redstone comparator
outputs?
L754[21:29:32] <MattDahEpic> since buckets
are hard coded
L755[21:30:09] <gigaherz_w> hmm isn't
cauldron based on metadata?
L756[21:30:26] <MattDahEpic> the water
level is an EnumInteger
L757[21:30:33] <gigaherz_w> yeah
L758[21:30:47] <gigaherz_w>
getBlockState().getValue(LEVEL) or whatever
L759[21:30:50] <gigaherz_w> then +1
L760[21:31:03] <Cypher121> wait,
EnumInteger?
L761[21:31:06] <gigaherz_w> then
setBlockState(currenstate.withProperty(LEVEL,prev+1))
L762[21:31:11] <MattDahEpic> Cypher121,
yes
L763[21:31:11] <gigaherz_w>
PropertyInteger, he means
L764[21:31:50] <MattDahEpic> im good at
combining types that dont go together
L765[21:32:17] <gigaherz_w> so yeah read
the prev value of LEVEL
L766[21:32:23] <gigaherz_w> add 1 if it's
< 3
L767[21:32:34] <gigaherz_w> then set the
result if it changed
L768[21:32:52] <gigaherz_w> nothing
special.
L769[21:34:43] <MattDahEpic> i want to do
it in the vanilla waterbottle so reflection would be good?
L770[21:35:15] <gigaherz_w> hm?
L771[21:35:19] <MattDahEpic> or the
vanilla cauldron, but that's require asm to not screw up the
defautl behavior
L772[21:35:36] <gigaherz_w> is there any
event for rightclicking an arbitrary item on an arbitrary
block?
L773[21:36:06] <MattDahEpic> maybe?
L774[21:36:21] <gigaherz_w> if it exists,
that'd be best
L775[21:36:22] <unascribed>
PlayerInteractEvent
L776[21:36:55] <unascribed> fires on any
right click whatsoever
L777[21:36:59] <gigaherz_w> if "water
bottle" on "cauldron" and "cauldron is not
full" { increment and set bottle to empty }
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L784[22:12:04] <unascribed> seems right,
yeah
L785[22:13:25] <gigaherz_w> MattDahEpic:
although potions don't normally stack, it may be good practicet o
not assume so
L786[22:13:31] <gigaherz_w> since a mod
could make them stackable?
L787[22:13:42] <gigaherz_w> best to do
stackSize--, and see if it becomes 0, then clear slot
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L789[22:14:58] <tterrag> so I can set the
standard output to write to a file
L790[22:15:07] <tterrag> but how can I
make it so that it writes to the console AND a file?
L791[22:15:11] <tterrag> not exactly MC
related but still :p
L792[22:15:29] <gigaherz_w> from
commandline, on unixes, there's a thingy called
"tee"
L793[22:15:37] <gigaherz_w> that will let
you duplicate streams
L794[22:15:42] <tterrag> blah blah
L795[22:15:44] <tterrag> I mean from the
program
L796[22:16:00] <gigaherz_w> ah no idea
;P
L797[22:16:30] <gigaherz_w> well you could
use a pipe
L798[22:16:38] <gigaherz_w> catch the
other end, and then write twice
L799[22:16:48] <gigaherz_w> but there may
be a better way
L800[22:16:49] <MattDahEpic> i assume the
registering the event would just be
FMLCommonHandler.instance().bus().register(new
WaterBottleCauldron());
L801[22:17:11] <gigaherz_w> nah it's a
minecraftforge event, not an fml one
L802[22:17:25] <gigaherz_w> probably goes
on the forge bus instead of the fml one
L803[22:20:40] <MattDahEpic> fml isnt even
a thing anymore...
L804[22:20:47] <unascribed> yes it
is
L805[22:20:51] <unascribed> it's just part
of forge now
L806[22:21:00] <gigaherz_w> the only thing
that changed
L807[22:21:05] <unascribed> the FML and
Forge buses are still separate
L808[22:21:05] <gigaherz_w> is that they
are maintained as a single project
L809[22:21:08] <unascribed> ^
L810[22:21:10] <gigaherz_w> instead of
being two separate"things"
L811[22:21:21] <gigaherz_w> but al lthe
packages and such are identical
L812[22:21:24] <gigaherz_w> it's just a
management merger
L813[22:21:56] <gigaherz_w> like Mojang
being bought my MS, Mojang still mostly acts independently
L814[22:23:25] <MattDahEpic> ^ we cant be
sure of that though...
L815[22:23:35] <MattDahEpic> *xfiles
theme*
L816[22:23:36] *
unascribed puts on tinfoil hat
L817[22:23:55] *
TehNut puts on tinfoil fedora and neckbeard
L818[22:24:43] <MattDahEpic> and final
tweak to make is sleeping at day changes to night
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L820[22:25:11] <MattDahEpic> and i have
noooo idea how to start that
L821[22:25:56] <MattDahEpic> ooh theres an
event PlayerSleepInBedEvent
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L823[22:32:14] <Lunatrius> What's the best
alternative for PlayerLoggedInEvent @ client side?
L824[22:32:47] <MattDahEpic> oh god this
is gunna have to take asm because the event.player.world.isDaytime
is hardcoded
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L826[22:40:04] <gigaherz_w> MattDahEpic:
maybe take thechance to make a whole new bed that does like other
survival games and lets you choose how many hours to pass?
L827[22:40:05] <gigaherz_w> ;P
L828[22:40:52] <MattDahEpic> im making
fancy schmancy tweak stuff in my library mod
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L830[22:41:06] <MattDahEpic> but ill put
that on the STICKY NOTE OF IDEAS
L831[22:41:16] <MattDahEpic> *echos*
L832[22:46:36] <LexManos>
<MattDahEpic> oh god this is gunna have to take asm because
the event.player.world.isDaytime is hardcoded
L833[22:46:36] <LexManos> ....
L834[22:46:57] <MattDahEpic>
EntityPlayer.trySleep
L835[22:47:19] <MattDahEpic> if
(this.worldObj.isDaytime())
L836[22:47:19] <MattDahEpic> {
L837[22:47:19] <MattDahEpic> return
EntityPlayer.EnumStatus.NOT_POSSIBLE_NOW;
L838[22:47:19] <MattDahEpic> }
L839[22:47:30] <LexManos> There is a way
to override EnumStatus
L840[22:48:09] <LexManos>
EntityPlayer.EnumStatus ret =
net.minecraftforge.event.ForgeEventFactory.onPlayerSleepInBed(this,
bedLocation);
L841[22:48:22] <LexManos> yup the event is
fired way before this if is reached
L842[22:48:41] <LexManos> No asm
needed
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L848[23:21:32] <LexManos> That would allow
you to sleep in the bed, not sure about the time set as i dont
remember that function
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L850[23:22:45] <LexManos> you however do
nee dto do the toehr things that are in the trySleep function
inside yours
L851[23:23:32] <LexManos> remove the
mount, set sleeping true, move the player and reset sleeping
timer
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L857[23:43:15] <MattDahEpic> boolean
sleeping is protected in EntityPlayer and int sleepTimer is
private, hmmmm
L858[23:44:08] <LexManos>
reflection!
L859[23:44:40] <MattDahEpic> yup
L860[23:45:22] <LexManos> As it only
happens once when people try to sleep this is a perfect example of
where reflection is perfectly fine.
L861[23:45:32] <LexManos> So again, No
need for ASM!
L862[23:45:44] <Cypher121> as well as why
AT is not perfectly fine
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L865[23:47:59] <MattDahEpic> !gf
EntityPlayer.sleeping
L866[23:48:11] <MattDahEpic> !gf
EnityPlayer.sleepTimer
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L868[23:48:18] <MattDahEpic> !gf
EntityPlayer.sleepTimer
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