net.minecraft.client.gui.screen.ingame.AbstractInventoryScreen Java Examples

The following examples show how to use net.minecraft.client.gui.screen.ingame.AbstractInventoryScreen. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: AutoTotemHack.java    From Wurst7 with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void onUpdate()
{
	IClientPlayerInteractionManager im = IMC.getInteractionManager();
	PlayerInventory inventory = MC.player.inventory;
	
	if(nextTickSlot != -1)
	{
		im.windowClick_PICKUP(nextTickSlot);
		nextTickSlot = -1;
	}
	
	ItemStack offhandStack = inventory.getStack(40);
	if(offhandStack.getItem() == Items.TOTEM_OF_UNDYING)
		return;
	
	if(MC.currentScreen instanceof HandledScreen
		&& !(MC.currentScreen instanceof AbstractInventoryScreen))
		return;
	
	for(int slot = 0; slot <= 36; slot++)
	{
		if(inventory.getStack(slot).getItem() != Items.TOTEM_OF_UNDYING)
			continue;
		
		int newTotemSlot = slot < 9 ? slot + 36 : slot;
		boolean offhandEmpty = offhandStack.isEmpty();
		
		im.windowClick_PICKUP(newTotemSlot);
		im.windowClick_PICKUP(45);
		
		if(!offhandEmpty)
			nextTickSlot = newTotemSlot;
		
		break;
	}
}
 
Example #2
Source File: IForgeEffect.java    From patchwork-api with GNU Lesser General Public License v2.1 2 votes vote down vote up
/**
 * Called to draw the {@link StatusEffectInstance} onto the player's inventory when it's active.
 * This can be used to e.g. render {@link StatusEffect} icons from your own texture.
 *
 * @param effect the active {@link StatusEffectInstance}
 * @param gui    the gui instance
 * @param x      the x coordinate
 * @param y      the y coordinate
 * @param z      the z level
 */
@Environment(EnvType.CLIENT)
default void renderInventoryEffect(StatusEffectInstance effect, AbstractInventoryScreen<?> gui, int x, int y, float z) {
}