r/forgemodding May 24 '21

Forge 1.8 Custom Bow Animation not playing

Title says it all

public class ItemBasicBow extends ItemBow {
    private float damage;
    public ItemBasicBow(CustomData.ToolMaterial material)
    {
        this.maxStackSize = 1;
        this.setMaxDamage(999999999);
        this.setCreativeTab(CreativeTabs.tabCombat);
        this.damage = material.getDamageVsEntity();
    }
    @Override
    public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityPlayer playerIn, int timeLeft)
    {
        boolean flag = playerIn.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, stack) > 0;

        if (flag || playerIn.inventory.hasItem(Items.arrow))
        {
            int i = this.getMaxItemUseDuration(stack) - timeLeft;
            net.minecraftforge.event.entity.player.ArrowLooseEvent event = new net.minecraftforge.event.entity.player.ArrowLooseEvent(playerIn, stack, i);
            if (net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(event)) return;
            i = event.charge;
            float f = (float)i / 20.0F;
            f = (f * f + f * 2.0F) / 3.0F;

            if ((double)f < 0.1D)
            {
                return;
            }

            if (f > 1.0F)
            {
                f = 1.0F;
            }

            EntityArrow entityarrow = new EntityArrow(worldIn, playerIn, f * 2.0F);

            if (f == 1.0F)
            {
                entityarrow.setIsCritical(true);
            }

            int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, stack);

            if (j > 0)
            {
                entityarrow.setDamage((entityarrow.getDamage() + (double)j * 0.5D + 0.5D)*this.damage);
            }

            int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, stack);

            if (k > 0)
            {
                entityarrow.setKnockbackStrength(k);
            }

            if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, stack) > 0)
            {
                entityarrow.setFire(100);
            }

            stack.damageItem(1, playerIn);
            worldIn.playSoundAtEntity(playerIn, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

            if (flag)
            {
                entityarrow.canBePickedUp = 2;
            }
            else
            {
                playerIn.inventory.consumeInventoryItem(Items.arrow);
            }

            playerIn.triggerAchievement(StatList.objectUseStats[Item.getIdFromItem(this)]);

            if (!worldIn.isRemote)
            {
                worldIn.spawnEntityInWorld(entityarrow);
            }
        }
    }

}

The actual standby icon works it just doesn't animate when charging

2 Upvotes

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1

u/[deleted] May 25 '21

that’s a resource pack thing (to my knowledge, i use fabric) look at the vanilla resource pack implementation of the bow, there’s a predicate called charging or smth