Solved🙁 [Urgent] Making GUI activate

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🙁 [Urgent] Making GUI activate
You may think I'm the biggest skid/leech ever but this is the
Help section and the forum is basically skidding everywhere.

My Problem:

So say I have my static Boolean, Ex.

Public Static boolean nofall;

And suppose I put it in where it needs to go, Packet 11, 12, 13 and
made the if statement as well

if(HotPockets.nofall);
{
Blah( Blah, Blah, Blah, BlahBlah);
}

Now I can go in the game and toggle it and it works great
But, I have a GUI, now what code should I put in for the GUI
To activate the code.

I have

if(PublicVars.nofall);

My GUI toggle ^ but how do I set it so if it will be able to
Activate both ways: Pressing toggle, clicking toggle
How?

if(HotPoackets.nofall || PublicVars.nofall)
{
BLAH
}

?

I'm really stumped help please
@C++ Coding maybe you could do something useful for once.
Quote Originally Posted by crex View Post
@C++ Coding maybe you could do something useful for once.
He left to NF BTW it's backup

I really need someone to help me out here please
Go On Youtube Look Up A Guy Named "MrMossyPs3" He Can Help (With All Your Client Needs)
Quote Originally Posted by Gku2 View Post
Go On Youtube Look Up A Guy Named "MrMossyPs3" He Can Help (With All Your Client Needs)
I searched him up, 1200 something subs, 0 videos? Can someone help me out here?
I'd help if I didn't live under a rock.
I'll let you know if I find anything that might help.


Code:
package com.al5ina5.gui;

import net.minecraft.src.GuiScreen;

public class tutorialGui extends GuiScreen {

    public void drawScreen(int i, int j, float f) {
    drawRect(2, 2, 94, 26, 0x9900 );
    }

    protected void mouseClicked(int i, int j, int k) {
This of any help? It's supposed to make your GUI clickable.
Quote Originally Posted by numanumajosh View Post
I'd help if I didn't live under a rock.
I'll let you know if I find anything that might help.


Code:
package com.al5ina5.gui;

import net.minecraft.src.GuiScreen;

public class tutorialGui extends GuiScreen {

    public void drawScreen(int i, int j, float f) {
    drawRect(2, 2, 94, 26, 0x9900 );
    }

    protected void mouseClicked(int i, int j, int k) {
This of any help? It's supposed to make your GUI clickable.
I'm sorry but it doesn't I have my GUI all setup, I just want to know
How to activate a hack I have made that already has a keybind to it. Ex.

I have my hack, works fine, then I put a keybind to it, that means I put
if(HotPockets.nofall) has been stated to activate the Nofall.

Now, I have my GUI which calls for hacks as well,
PublicVars.nofall , how am I to make it so that the same hack
Has a keybind AND can be activated through the GUI

Help :'(
Not sure what your problem is exactly but I'll take a shot. I'm assuming you've got a single boolean for your hack. So all you have to do is have both the key and the gui 'NOT' the boolean. For example:

if (WhateverYourUsingForKeyEvents){
HotPockets.nofall = !HotPockets.nofall;
}

if (WhateverYourGUIEventIs){
HotPockets.nofall = !HotPockets.nofall;
}

Done. Whenever either event registers it just makes the boolean the opposite of what it already is. That help? If you could be more specific to the problem your having I'd have an easier job telling you what the problem is.
Ok guys,Use your heads.He has his hack bound to a key.And he also wants the hack to be able to be activated from the gui click gui I presume.

You gotta add buttons in your gui and add code so when they are clicked they activate your hack.Just look at the koocraft src dump I leaked and look in the gui because It has a click gui and they do hack calling in there.
You have to set nofall as a public static variable. Then from your key event function go Classname.nofall = !Classname.nofall
This isn't the proper way but it works.
Currently I am having the same problem. I didn't want to make another post that would have basically the same title. This is my gui class:

Code:
package net.minecraft.ibbignerd;

import net.minecraft.src.*;

public class IbbigGui extends GuiScreen
{
	public IbbigVars Vars;
	
	public static void gui(IbbigVars Vars, FontRenderer fr){
		Gui.drawRect(0, 0, 70, 16, 0xFFFFFF);
		fr.drawStringWithShadow("Menu", 2, 2, 0x00ff00);
	}
	
	public void mouseClicked(int i, int j, int k){
		super.mouseClicked(i, j, k);
	}
}
with this in my GuiInGame class

Code:
        	if(checkKey(Keyboard.KEY_Y))
        	{
        		mc.displayGuiScreen(new IbbigGui());
        	}
When I hit "y" it releases the mouse according to the displayGuiScreen, but doesn't show anything. Any ideas?
/closed and /solved due to absense of OP posting.
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