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authorLance5057 <Lance5057@gmail.com>2015-02-23 09:43:28 -0600
committerLance5057 <Lance5057@gmail.com>2015-02-23 09:43:28 -0600
commitda8aa0a9994d1bf635c4ec8b1e98fce46c5ec09d (patch)
tree60277ad49a8d3c90dc34c0a61ebae45aec09e63a /src/main/java/gmail/Lance5057/containers
parent6853c1789e7c211719463a58fa2f7ce7941648be (diff)
Revert "Crest Mount Attempt 3 Part 2"
This reverts commit 6853c1789e7c211719463a58fa2f7ce7941648be.
Diffstat (limited to 'src/main/java/gmail/Lance5057/containers')
-rw-r--r--src/main/java/gmail/Lance5057/containers/Container_CrestMount.java152
1 files changed, 3 insertions, 149 deletions
diff --git a/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java b/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java
index 46ece0b..06ecb5e 100644
--- a/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java
+++ b/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java
@@ -2,163 +2,17 @@ package gmail.Lance5057.containers;
import gmail.Lance5057.tileentities.TileEntity_CrestMount;
import net.minecraft.entity.player.EntityPlayer;
-import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
-import net.minecraft.inventory.Slot;
-import net.minecraft.item.ItemStack;
public class Container_CrestMount extends Container
{
private static final int INV_START = TileEntity_CrestMount.invSize, INV_END = INV_START+26,
HOTBAR_START = INV_END+1, HOTBAR_END = HOTBAR_START+8;
- public final TileEntity_CrestMount inventory;
-
- public Container_CrestMount(EntityPlayer par1Player, InventoryPlayer inventoryPlayer, TileEntity_CrestMount TileEntity_CrestMount)
- {
- this.inventory = TileEntity_CrestMount;
-
- int i;
-
- // ITEM INVENTORY - you'll need to adjust the slot locations to match your texture file
- // I have them set vertically in columns of 4 to the right of the player model
- for (i = 0; i < TileEntity_CrestMount.invSize; ++i)
- {
- // You can make a custom Slot if you need different behavior,
- // such as only certain item types can be put into this slot
- // We made a custom slot to prevent our inventory-storing item
- // from being stored within itself, but if you want to allow that and
- // you followed my advice at the end of the above step, then you
- // could get away with using the vanilla Slot class
- this.addSlotToContainer(new Slot(this.inventory, i, 80 + (18 * (int)(i/4)), 8 + (18*(i%4))));
- }
-
- // If you want, you can add ARMOR SLOTS here as well, but you need to
- // make a public version of SlotArmor. I won't be doing that in this tutorial.
- /*
- for (i = 0; i < 4; ++i)
- {
- // These are the standard positions for survival inventory layout
- this.addSlotToContainer(new SlotArmor(this.player, inventoryPlayer, inventoryPlayer.getSizeInventory() - 1 - i, 8, 8 + i * 18, i));
- }
- */
-
- // PLAYER INVENTORY - uses default locations for standard inventory texture file
- for (i = 0; i < 3; ++i)
- {
- for (int j = 0; j < 9; ++j)
- {
- this.addSlotToContainer(new Slot(inventoryPlayer, j + i * 9 + 9, 8 + j * 18, 84 + i * 18));
- }
- }
-
- // PLAYER ACTION BAR - uses default locations for standard action bar texture file
- for (i = 0; i < 9; ++i)
- {
- this.addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 142));
- }
- }
-
@Override
- public boolean canInteractWith(EntityPlayer player) {
- // be sure to return the inventory's isUseableByPlayer method
- // if you defined special behavior there:
- return inventory.isUseableByPlayer(player);
+ public boolean canInteractWith(EntityPlayer p_75145_1_) {
+ // TODO Auto-generated method stub
+ return false;
}
- /**
- * Called when a player shift-clicks on a slot. You must override this or you will crash when someone does that.
- * Only real change we make to this is to set needsUpdate to true at the end
- */
- public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2)
- {
- ItemStack itemstack = null;
- Slot slot = (Slot) this.inventorySlots.get(par2);
-
- if (slot != null && slot.getHasStack())
- {
- ItemStack itemstack1 = slot.getStack();
- itemstack = itemstack1.copy();
-
- // If item is in our custom Inventory or armor slot
- if (par2 < INV_START)
- {
- // try to place in player inventory / action bar
- if (!this.mergeItemStack(itemstack1, INV_START, HOTBAR_END + 1, true))
- {
- return null;
- }
-
- slot.onSlotChange(itemstack1, itemstack);
- }
- // Item is in inventory / hotbar, try to place in custom inventory or armor slots
- else
- {
- /* If your inventory only stores certain instances of Items,
- * you can implement shift-clicking to your inventory like this:
- // Check that the item is the right type
- if (itemstack1.getItem() instanceof ItemCustom)
- {
- // Try to merge into your custom inventory slots
- // We use 'InventoryItem.INV_SIZE' instead of INV_START just in case
- // you also add armor or other custom slots
- if (!this.mergeItemStack(itemstack1, 0, InventoryItem.INV_SIZE, false))
- {
- return null;
- }
- }
- // If you added armor slots, check them here as well:
- // Item being shift-clicked is armor - try to put in armor slot
- if (itemstack1.getItem() instanceof ItemArmor)
- {
- int type = ((ItemArmor) itemstack1.getItem()).armorType;
- if (!this.mergeItemStack(itemstack1, ARMOR_START + type, ARMOR_START + type + 1, false))
- {
- return null;
- }
- }
- * Otherwise, you have basically 2 choices:
- * 1. shift-clicking between action bar and inventory
- * 2. shift-clicking between player inventory and custom inventory
- * I've implemented number 1:
- */
- // item is in player's inventory, but not in action bar
- if (par2 >= INV_START && par2 < HOTBAR_START)
- {
- // place in action bar
- if (!this.mergeItemStack(itemstack1, HOTBAR_START, HOTBAR_END + 1, false))
- {
- return null;
- }
- }
- // item in action bar - place in player inventory
- else if (par2 >= HOTBAR_START && par2 < HOTBAR_END + 1)
- {
- if (!this.mergeItemStack(itemstack1, INV_START, INV_END + 1, false))
- {
- return null;
- }
- }
- }
-
- if (itemstack1.stackSize == 0)
- {
- slot.putStack((ItemStack) null);
- }
- else
- {
- slot.onSlotChanged();
- }
-
- if (itemstack1.stackSize == itemstack.stackSize)
- {
- return null;
- }
-
- slot.onPickupFromSlot(par1EntityPlayer, itemstack1);
- }
-
- return itemstack;
- }
}
-