Comments (2)
I don't mind, it's cheap to implement (as the relevant processing can be skipped on Minecraft classes in a production environment) and would help with development-side testing (as it doesn't have to be skipped).
Is there a better way?
from fabric-loader.
I now have a case where implementing Block#randomDisplayTick
is causing issues because of an implicit cast:
@Override
@Environment(EnvType.CLIENT)
public void randomDisplayTick(BlockState state, World world, BlockPos pos, Random random) {
ClotheslineAnchorBlockEntity blockEntity = getBlockEntity(world, pos);
if (blockEntity != null) {
INetworkNode node = blockEntity.getNetworkNode();
if (node != null) {
int momentum = Math.abs(node.getNetwork().getState().getMomentum());
float pitch = 0.2F + 0.6F * ((float)momentum / INetworkState.MAX_MOMENTUM) + random.nextFloat() * 0.1F;
if (random.nextInt(12 * INetworkState.MAX_MOMENTUM) < momentum) {
world.playSound(MinecraftClient.getInstance().player, pos, ClotheslineSoundEvents.BLOCK_CLOTHESLINE_ANCHOR_SQUEAK, SoundCategory.BLOCK, 0.1F, pitch);
}
}
}
}
MinecraftClient.getInstance().player
returns a ClientPlayerEntity
while world.playSound
expects a PlayerEntity
.
from fabric-loader.
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from fabric-loader.