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L35[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170723 mappings to Forge Maven.
L36[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170723-1.12.zip (mappings = "snapshot_20170723" in build.gradle).
L37[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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L52[04:39:28] <TechnicianLP> do i have to delete a displayList once its no longer used?
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L54[04:56:09] <ghz|afk> TechnicianLP: well yes, otherwise it will remain on the gpu/driver until you close the game
L55[04:59:58] <TechnicianLP> yeah figured as much ... (armor with designs is stupid)
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L59[05:21:20] <ScottehBoeh> Hey guys
L60[05:23:34] <kashike> 'ello
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L67[06:08:00] <PaleoCrafter> so... I wanted to do a quick fix for the override syncing, turns out pretty much all test mods aren't working on dedicated servers anymore
L68[06:08:41] <kashike> with your changes?
L69[06:08:42] <kashike> or before?
L70[06:08:45] <PaleoCrafter> before
L71[06:08:55] <kashike> RIP
L72[06:09:04] <PaleoCrafter> because somebody adopted ModelRegistryEvent without thinking about it being a client-only matter ._.
L73[06:09:59] <PaleoCrafter> and I don't simply want to fix it by just making everything SideOnly, so commenting out all these mods it is for now xD
L74[06:10:16] <kashike> lol
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L76[06:46:35] <ghz|afk> so, i'm loving Dark and Light so far
L77[06:46:36] <ghz|afk> https://twitter.com/therealgigaherz/status/889089223197962240
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L79[06:51:46] <PaleoCrafter> Gah, what is this nonsense
L80[06:53:04] <PaleoCrafter> the server's trying to load a class that is really not referenced anywhere in server code ._.
L81[06:53:26] <PaleoCrafter> the only common thing is that they share the same containing class (i.e. they're both inner classes, but not nested)
L82[06:53:43] <ghz|afk> maybe through reflection?
L83[06:54:03] <ghz|afk> ah dunno about loading rules for inner classes
L84[06:55:23] *** MrKick|Away is now known as MrKickkiller
L85[06:57:15] <PaleoCrafter> looks like getDeclaringClass0 causes the other inner classes to load ._.
L86[06:57:40] <PaleoCrafter> I wonder if these test mods have ever worked on servers
L87[07:00:38] <PaleoCrafter> the worst thing is: I can't really think of a way to investigate this further, considering getDeclaringClass0 is native
L88[07:09:46] <PaleoCrafter> welp, that's another two PRs done xD
L89[07:14:41] <PaleoCrafter> and that without any license headers I could have forgotten xD
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L110[09:29:24] <TheUnknownFew> Hello, can I get some help? My mod will be utilizing paste.ee to send pastes to the user of the mod, but I cannot seem to get the paste to work. It always responds with an error 403. I had a friend try it out and he was able to get it to work in NodeJS (sending a paste that is), but my Java code looks identical to his NodeJS code and does not work.
L111[09:29:50] <TheUnknownFew> https://paste.ee/p/2wgLO here is my code to send pastes to paste.ee
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L113[09:30:52] <Ordinastie> should you really post your auth token ?
L114[09:31:46] <TheUnknownFew> I see where there is concern for posting it, but really It isnt a big deal because I can always generate a new one
L115[09:32:11] <TheUnknownFew> making the one I just posted invalid
L116[09:33:53] <TheUnknownFew> But I just cannot seem to get it to send pastes to paste.ee
L117[09:36:53] <Lord_Ralex> 403 would mean the auth failed, so sounds like a token is wrong somewhere
L118[09:37:30] <TheUnknownFew> @Lord_Ralex InsertPaulHere used the same exact token and it worked for him. I've got screenshots and all
L119[09:37:53] <kashike> TheUnknownFew: your User-Agent is probably being rejected
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L121[09:39:13] <Lord_Ralex> "Forbidden – The application is a standard Application, and the resource requires a UserApplication.
L122[09:39:13] <Lord_Ralex> "
L123[09:42:06] <Lord_Ralex> https://github.com/nikkiii/pastee-java
L124[09:42:11] <Lord_Ralex> or use the guy's own java code
L125[09:42:36] <TheUnknownFew> I've looked at that guy's code and it uses the Legacy API for paste.ee
L126[09:43:10] <TheUnknownFew> Oh hey! I got it to work. kashike thank you. I tweaked with the User-Agent and that fixed it
L127[09:43:44] <kashike> :)
L128[09:44:13] <Lord_Ralex> wonder why he did that then, cause i guess the java one wasn't
L129[09:44:40] <TheUnknownFew> no clue
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L136[10:08:40] <halvors> How can i prevent a block from rendering in world?
L137[10:09:18] <halvors> The case is that i have a animated OBJ model that is rendered in a TESR, but the inventory itemblock is rendered the normal way from the blockstates file.
L138[10:09:30] <halvors> The case is that it double renders in world.
L139[10:09:58] <Ordinastie> use ANIMATED render type
L140[10:10:17] <halvors> Ordinastie: Thanks, will try that :)
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L144[10:14:59] <halvors> Ordinastie: Works great! Thanks :)
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L161[11:00:29] <Raycoms> Hey there
L162[11:00:39] <Raycoms> With the new json advancements, is there a way to trigger them from the code?
L163[11:00:45] <Raycoms> Like from java?
L164[11:00:49] <ghz|afk> ofc
L165[11:01:04] <ghz|afk> I mean
L166[11:01:09] <ghz|afk> the code does it ;P
L167[11:01:15] <ghz|afk> dunno HOW you would do it
L168[11:01:20] <ghz|afk> but ther has to be a function somewhere
L169[11:01:59] <Raycoms> Aww =D I hoped someone knew it
L170[11:01:59] <Raycoms> =D
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L173[11:34:45] <halvors> Is there any good tutorials on how to add custom entities? And what is the dataWatcher replaced by? To clearify the datawatcher in Entity class?
L174[11:37:36] <ghz|afk> there's a datamanager instead of datawatcher
L175[11:37:41] <ghz|afk> it works a bit differently
L176[11:37:47] <halvors> Ah ok.
L177[11:38:10] <halvors> And ChunkCoordIntPair is also replaced?
L178[11:38:30] <ghz|afk> no idea what that is
L179[11:38:49] <ghz|afk> !gc ChunkCoordIntPair
L180[11:39:39] <halvors> Ah, replaced by ChunkPos it seems :)
L181[11:39:43] <halvors> Thanks :)
L182[11:40:35] <Raycoms> Is there a way to check if a player has a certain achievement already in 1.12?
L183[11:42:23] <halvors> Hmm. Not very good understanding the old ForgeDirection. What is teh equalant to ForgeDirection.getRotation(EnumFacing.UP) ?
L184[11:44:29] <TechnicianLP> Raycoms: you can check for a advancment by doing EntityPlayerMP.getAdvancements().getProgress(<advancement>).isDone()
L185[11:44:51] <Raycoms> <advancement> is the string?
L186[11:45:09] <TechnicianLP> its the Advancement instance
L187[11:45:19] <Raycoms> How do I get that?
L188[11:45:52] <TechnicianLP> depends on what you have ...
L189[11:46:12] <Raycoms> We create our custom advancement page and advancements as jsons
L190[11:46:29] <Raycoms> I need a way to a) trigger one and b) check if it has been assigned
L191[11:46:45] <ghz|afk> halvors: I don't know but probably EnumFacing.UP.getHorizontalAngle()
L192[11:46:53] <ghz|afk> depends on what getRotation used to do
L193[11:47:05] <ghz|afk> what type did it return?
L194[11:47:29] <halvors> https://github.com/ExtrabiomesXL/forge/blob/master/common/net/minecraftforge/common/ForgeDirection.java#L67
L195[11:47:43] <halvors> It returned a ForgeDirection.
L196[11:47:53] <halvors> I have an instance of EnumFacing.
L197[11:48:31] <ghz|afk> OH
L198[11:48:55] <ghz|afk> EnumFacing.rotateAround
L199[11:49:34] <ghz|afk> you can use .getAxis() from the input
L200[11:50:28] <halvors> Oh so in my case: myEnumFacingInstance.rotateAround(EnumFacing.UP.getAxis()) ?
L201[11:50:44] <ghz|afk> well
L202[11:50:51] <ghz|afk> since you have .UP explicitly
L203[11:50:51] <TechnicianLP> Raycoms: for triggering an advancement a CriterionTrigger needs to be triggered, which then does all the neccessay things - the question really is: when do you want to trigger it?
L204[11:51:04] <ghz|afk> then you can use .Axis.Y
L205[11:51:15] <ghz|afk> which is what .UP.getAxis() would return
L206[11:51:43] <Raycoms> We have special workers, and we want to trigger achievements for the player after the workers executed a certain amount of actions
L207[11:52:13] <halvors> ghz|afk: In that case, wouldn't EnumFacing.DOWN.getAxis() return the same?
L208[11:52:56] *** SatanicSanta is now known as Santa|afk
L209[11:53:55] <TechnicianLP> Raycoms: for that you'll need to register a Custom ICriterionTrigger in CriteriaTriggers (reflection necessary) and then trigger that one every time a task completes, the advancement in return has a predicate that says "if more than 25/0/? task"
L210[11:54:22] <Raycoms> Thanks
L211[11:54:50] <Raycoms> How do I trigger a trigger?
L212[11:54:50] <Raycoms> =D
L213[11:55:44] <halvors> ghz|afk: Thanks for help :) Think i got it now :)
L214[11:56:58] <Raycoms> Ahhh I need to code the trigger so it triggers itself
L215[11:57:54] <TechnicianLP> yes
L216[11:58:43] <Raycoms> Oh that sucks
L217[11:59:24] <Raycoms> I was hoping there would be some way to do just player.addAdvancement(Advancement, stage)
L218[11:59:28] <Raycoms> and that's all
L219[11:59:53] <Raycoms> Else I'd need a trigger which would watch the stages of all the workers of a specific colony which would be quite some overhead
L220[12:00:48] <Raycoms> I need one custom trigger each custom advancement? or can I have one of those triggers trigger all the ones I want?
L221[12:02:16] <TechnicianLP> well the ICriterionTrigger instances are singleton (like items) - they have listener lists which the advancments depending on that trigger hook into
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L223[12:02:53] <TechnicianLP> i wrote a baseclass for a CriterionTrigger once: https://gist.github.com/TechnicianLP/3838d477c8fe51c37e599e92c7495429
L224[12:03:27] <ghz|afk> [18:52] (halvors): ghz|afk: In that case, wouldn't EnumFacing.DOWN.getAxis() return the same?
L225[12:03:28] <ghz|afk> yes it would
L226[12:03:41] <ghz|afk> if you have to rotate counter-clockwise, you'd have to rotate 3 times or something like that
L227[12:04:22] <halvors> Hmm. Then i'm unsure that this is the right function.
L228[12:05:02] <halvors> The case this is used is where an entity is moving thru a tunnel. And it checks if block over and under it is of a specific type.
L229[12:05:10] <Raycoms> Oh man, who invented that system. That's too static to really work with if your mod is about entities and not player actions....
L230[12:06:20] <Raycoms> I think we will have to forgot about advancements then and add our own system of advancements like in a book or similar.
L231[12:07:03] <TechnicianLP> Raycoms: you could trigger every time some task finishes and use a predicate to filter to which (if any) that applies (like vanilla does with a lot of triggers (eg. the bredanimals trigger can be filtered for specific animals))
L232[12:07:10] <TechnicianLP> but yes its a lot of overhead
L233[12:07:47] <Raycoms> The real problem is that my worker overhead doubles
L234[12:07:56] <Raycoms> Since I have to watch each worker with a trigger...
L235[12:09:07] <TechnicianLP> why would you need one for each worker?
L236[12:09:32] <Raycoms> Or at least one for each colony (a selection of workers)
L237[12:11:00] <TechnicianLP> which could be solved by introducnig a per-colony stat-tracker that triggers every time a task completion is reported to it (keeping the number of completions seperate)
L238[12:11:18] <Raycoms> There is really no way of just appending a advancement to the list of the advancements a player has or changing the state of one?
L239[12:11:23] <Raycoms> Not even with reflection?
L240[12:12:52] <TechnicianLP> well you could just do what a CriterionTrigger does when it detects an advancement finished - BUT: as of 1.13 you should not depend on advancements existing (as they can be removed with datapacks)
L241[12:16:26] <TechnicianLP> you could also just add a manual-trigger criterion
L242[12:18:12] <Raycoms> 1.13 is expected when? I mean if its not that far away I'll just forgot about advancements for one version xD
L243[12:20:29] <TechnicianLP> ok so i have a custom armormodel - but when i put it on an armorstand the arm-parts wave around (instead of being static like they are on vanilla-armor)
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L254[13:42:43] <ghz|afk> heheheh, so the "Eye Spy" advancement is just to enter the bounding box of a stronghold
L255[13:42:55] <ghz|afk> it doesn't require having used an eye of ender at all
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L258[13:45:59] <ghz|afk> wait, if you silktouch a silverfish-block... it drops the block without a silverfish in it?
L259[13:50:22] <Hubry> did you want to bring a feesh block home as a souvenir or something?
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L262[13:50:57] <ghz|afk> Hubry: no, I just don't play vanilla enough to have ever reached and end portal with a silk touch pick on me
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L284[15:25:59] <howtonotwin> Is there a (Bi)Map String => ItemCameraTransforms.TransformType anywhere?
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L288[15:30:49] <PaleoCrafter> doesn't look like it
L289[15:31:32] <PaleoCrafter> I'm pretty sure the names are only used in the deserializer and they're hardcoded there
L290[15:32:04] <howtonotwin> Looks like you're right
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L294[15:55:19] <williewillus> !gf ItemTool.toolMaterial
L295[16:00:09] *** diesieben|away is now known as diesieben07
L296[16:00:32] <diesieben07> jesus... half the test mods crash when running a server. has nobody ever tested this?!
L297[16:00:50] <fry> nope
L298[16:00:55] * diesieben07 shakes head
L299[16:01:06] <fry> nobody ever uses test mods
L300[16:01:23] <diesieben07> well, i am making a feature PR and need a test mod
L301[16:01:31] <diesieben07> and the feature requires me to launch a server to test it.
L302[16:01:35] <diesieben07> kinda a little bit annoying...
L303[16:01:38] <ghz|afk> PaleoCrafter discovered that earlier also
L304[16:01:39] * howtonotwin guiltily remembers he didn't @SideOnly a registerModels function in a pending PR
L305[16:01:54] <ghz|afk> [13:08] (+PaleoCrafter): so... I wanted to do a quick fix for the override syncing, turns out pretty much all test mods aren't working on dedicated servers anymore
L306[16:02:08] <diesieben07> clientSideOnly = true is not hard -_-
L307[16:02:14] <PaleoCrafter> it's not that
L308[16:02:30] <PaleoCrafter> Lex didn't think about servers when porting the tests for the registry rewrite
L309[16:02:38] <diesieben07> wat
L310[16:03:05] <PaleoCrafter> I think so, at least. ModelRegistryEvent is new, right? xD
L311[16:03:19] <diesieben07> yes, but... thats by far not the only thing thats broken
L312[16:03:24] <ghz|afk> only if 1.10.2 is considered new
L313[16:03:24] <ghz|afk> ;P
L314[16:03:29] <PaleoCrafter> was for me
L315[16:03:34] <ghz|afk> ModelRegistryEvent was added at the same time as RegistryEvent.Register
L316[16:03:37] <PaleoCrafter> oh, interesting
L317[16:04:18] <PaleoCrafter> actually, I guess the ItemTESR and DebugModel class loading probably happened without the event, too
L318[16:05:01] <PaleoCrafter> anyways, I PRed a fix for the rendering-related issues which prevented the server from starting at all
L319[16:05:04] <PaleoCrafter> not sure about other stuff, though
L320[16:05:45] <diesieben07> if it gets the server started, cool
L321[16:06:15] <diesieben07> also... @ObjectHolder + clientSideOnly seems to be broken
L322[16:06:21] <PaleoCrafter> but yeah, https://github.com/MinecraftForge/MinecraftForge/blame/1.12.x/src/test/java/net/minecraftforge/debug/ItemTileDebug.java that stuff was introduced with the registry rewrite
L323[16:06:38] <diesieben07> FML will try to inject @ObjectHolders in clientSideOnly mods when running a server
L324[16:06:41] <diesieben07> at least in dev.
L325[16:07:05] <PaleoCrafter> none of the annotation stuff respects that setting, I think
L326[16:07:11] <diesieben07> -_-
L327[16:07:21] <PaleoCrafter> actually, nvm, EventBusSubscriber should
L328[16:07:27] <PaleoCrafter> because the mod container initiates the injection itself
L329[16:07:46] <diesieben07> very helpful...
L330[16:08:05] <PaleoCrafter> lol
L331[16:08:41] <PaleoCrafter> just saying that it probably really only is ObjectHolder that's affected
L332[16:09:01] <diesieben07> Well, anything that uses ASMDataTable is.
L333[16:09:10] <diesieben07> Which I know some mods use, rightfuilly so.
L334[16:09:29] <diesieben07> and having not loaded mods in there sounds... bad
L335[16:10:03] <PaleoCrafter> I guess, yeah, but of the Forge-provided annotations, only ObjectHolder should be affected because the rest isn't injected if the mod isn't loaded
L336[16:10:23] <diesieben07> which makes this only very slightly less buggy.
L337[16:10:31] <PaleoCrafter> of course
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L344[16:40:18] <c64mobile> o/ hellow! how do you set the place where the player is put after travelling to another dimension?
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L347[16:42:21] <williewillus> traveling how so, a custom portal?
L348[16:42:38] <c64mobile> yes, I have a custom portal
L349[16:42:46] <williewillus> you need a custom `Teleporter` then
L350[16:42:51] <williewillus> check out vanilla's impl
L351[16:44:04] <c64mobile> sheesh , I was looking at playerlist code, the position setting code is in Teleported, yes
L352[16:44:12] <PaleoCrafter> >being used to markdown from Discord
L353[16:44:37] <c64mobile> placeinportal , thank you Willie
L354[16:44:59] <williewillus> PaleoCrafter: more from github :P
L355[16:45:11] <PaleoCrafter> I guess
L356[16:48:30] <c64mobile> the function does return a boolean, any idea what it means?
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L358[16:50:22] <PaleoCrafter> placeInExistingPortal? the return value specifies whether a portal already existed or not
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L361[16:52:30] <c64mobile> though I see it irrelevant, the player list only care about placeInPortal which is void
L362[16:53:00] <c64mobile> I see why, it would stop recreating infinite portal frames
L363[16:55:41] <PaleoCrafter> well, it isn't directly irrelevant :P
L364[16:55:49] <PaleoCrafter> the default placeInPortal calls it
L365[16:58:47] <diesieben07> speaking of dimensions: https://github.com/MinecraftForge/MinecraftForge/pull/4227
L366[16:58:55] <diesieben07> I wonder why nobody ever complained of this.
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L368[17:04:31] <PaleoCrafter> side-only Forge mods still are a minority? :P
L369[17:05:03] <PaleoCrafter> but only now do I realise why multiverse plugins in Bukkit were considered so valuable xD
L370[17:09:17] * TechnicianLP almost lost a week of work if git weren't to just orphan deleted commits ... (always check twice how many commits you are deleting ...)
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L376[17:16:38] <williewillus> TechnicianLP: reflog not work?
L377[17:17:23] <williewillus> oh i misread, thought you said you actually lost a week of work
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L384[17:37:39] <plexigras> i want to render entitys outside my render distance
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L391[18:04:15] <cjm721> Is there a way to get a block's hardness without placing it in the world, (Don't know if default state's get hardness is valid to get nulls)
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L393[18:06:02] <howtonotwin> Not really, because you don't know what the block is doing to calculate hardness
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L408[19:07:08] <capitalthree> cjm721: getBlockStateForPlacement might be what you want
L409[19:07:32] <capitalthree> it basically asks the question "if this player places this itemstack here, what block state will result?"
L410[19:07:39] <capitalthree> and can take into account the player's rotation, etc
L411[19:07:41] <capitalthree> you can use fakeplayer
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L413[19:08:37] <capitalthree> as far as I know, there's no decent way to get the correct blockstate for placement without using a player or fakeplayer
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L418[19:26:54] <LexMobile> PaleoCrafter: https://github.com/MinecraftForge/MinecraftForge/pull/4225 You shouldn't have to move the TESRs...
L419[19:27:20] <PaleoCrafter> I have no clue at all why I needed to do it
L420[19:27:43] <PaleoCrafter> but apparently subscribing the Registration class to the event bus caused the TESR to load
L421[19:27:43] <LexMobile> You shouldnt, post the log when you do.
L422[19:27:49] <PaleoCrafter> will do
L423[19:27:53] <LexMobile> it shouldnt it only loops over methods
L424[19:27:59] <LexMobile> Which is the issue with client side stuff.
L425[19:28:00] <PaleoCrafter> it's not directly caused by the bus
L426[19:28:45] <PaleoCrafter> it was caused by getSimpleName() iirc, but I'll get you a log
L427[19:28:59] <LexMobile> would be really nice if we could make the event bus not compile the method.
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L429[19:33:18] <PaleoCrafter> https://gist.github.com/PaleoCrafter/9b2e2a86ad109c3b78afd2d516855d73 that's the crash, fml-server-latest.log for some reason doesn't contain the exception
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L431[19:34:43] <LexMobile> How the fuck is that even a thing?
L432[19:35:36] <PaleoCrafter> I haven't gotten any fucking clue, the only possible explanation is that loading the containing class (through getDeclaringClass) attempts to load the inner classes, which shouldn't be allowed to happen
L433[19:42:25] <PaleoCrafter> the worst thing is that it goes through getDeclaringClass0 which basically is a black box
L434[19:45:13] <LexMobile> ya thats weird as shit it shouldnt be resolving that..
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L439[20:05:20] <Keridos> when I want a fake player that kills a mob (via event modification) to have something like looting, how would I do that?
L440[20:05:39] <Keridos> I managed to get the mobs to drop player kill loot but not looting bonus
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L445[20:25:42] <capitalthree> Keridos: give your fakeplayer an item with looting in the main hand
L446[20:27:19] <capitalthree> Keridos: https://github.com/elytra/LingeringLoot/blob/master/src/main/kotlin/lingerloot/hardcore/ExtraFakePlayers.kt
L447[20:27:26] <capitalthree> look at what I do to simulate a main hand item here
L448[20:27:40] <capitalthree> you probably don't need an EntityItem, just the ItemStack. I hold onto an EntityItem for other reasons
L449[20:28:40] <capitalthree> you can generate a temporary ItemStack and throw it away and it never has to be an actual item that exists
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L453[21:03:21] *** PaleoCrafter is now known as PaleOff
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L460[21:23:21] <Keridos> yeah mainhand itemstack works for me
L461[21:23:22] <Keridos> thanks
L462[21:23:37] <Keridos> i have 4 static itemstacks now with looting 0 to 3
L463[21:23:42] <Keridos> that seems to work
L464[21:24:00] <Keridos> how can I check if an entity is a pet of a player and get the corresponding player?
L465[21:49:48] <capitalthree> that I don't know
L466[21:54:01] <Keridos> nvm found it :D
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