La méthode en entière même si ça va pas vraiment aider: (beaucoup de répétitions)
:::
| public boolean itemInteractionForEntity(ItemStack stack, EntityPlayer player, EntityLivingBase entity, World world) |
| { |
| int metadata = stack.getItemDamage(); |
| if (!world.isRemote && metadata == 14) |
| { |
| DataWatcher dw = entity.getDataWatcher(); |
| if (entity instanceof EntityMoto && dw.getWatchableObjectString(30) == "Moto") |
| { |
| entity.setDead(); |
| –stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 0)); |
| return true; |
| } |
| else if (entity instanceof EntityMoto && dw.getWatchableObjectString(30) == "Moto1") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 1)); |
| return true; |
| } |
| else if (entity instanceof EntityMoto && dw.getWatchableObjectString(30) == "Moto2") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 2)); |
| return true; |
| } |
| else if (entity instanceof EntityBMX && dw.getWatchableObjectString(30) == "BMX") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 3)); |
| return true; |
| } |
| else if (entity instanceof EntityBMX && dw.getWatchableObjectString(30) == "BMX1") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 4)); |
| return true; |
| } |
| else if (entity instanceof EntityBMX && dw.getWatchableObjectString(30) == "BMX2") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 5)); |
| return true; |
| } |
| else if (entity instanceof EntityBuggy && dw.getWatchableObjectString(30) == "Buggy") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 6)); |
| return true; |
| } |
| else if (entity instanceof EntityBuggy && dw.getWatchableObjectString(30) == "Buggy1") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 7)); |
| return true; |
| } |
| else if (entity instanceof EntityBuggy && dw.getWatchableObjectString(30) == "Buggy2") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 8)); |
| return true; |
| } |
| else if (entity instanceof EntityBaignoire) |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 9)); |
| return true; |
| } |
| else if (entity instanceof EntityKart && dw.getWatchableObjectString(30) == "Kart") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 10)); |
| return true; |
| } |
| else if (entity instanceof EntityKart && dw.getWatchableObjectString(30) == "Kart1") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 11)); |
| return true; |
| } |
| else if (entity instanceof EntityKart && dw.getWatchableObjectString(30) == "Kart2") |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 12)); |
| return true; |
| } |
| else if (entity instanceof EntityBolide) |
| { |
| entity.setDead(); |
| --stack.stackSize; |
| player.inventory.addItemStackToInventory(new ItemStack(Modpg.itemMonture, 1, 13)); |
| return true; |
| } |
| else |
| return false; |
| } |
| return false; |
| } |
:::
Est-ce que je te mets la classe en entière? La même beaucoup de répétitions c’est pas un truc trop fournis, c’pour ça que je vois pas où ça bloque.