I am having trouble with rendering my custom projectile. This is my first time using client and common proxies, so my apologies for my lack of skill.
Main Class
@SidedProxy(clientSide = "mymod.ClientProxy", serverSide = "mymod.CommonProxy")
public static CommonProxy proxy;
@EventHandler
public void Load(FMLPreInitializationEvent Event) {
proxy.registerRenderThings();
}
Delcare
public static Item RainbowSword_1;
Load
RainbowSword_1 = new RainbowSword(20721, REDSTONE, "rainbowsword");
GameRegistry.registerItem(RainbowSword_1, "RaibowSword");
LanguageRegistry.addName(RainbowSword_1, "Rainbow Sword");
package mymod;
import mymod.entities.ExplosiveArrowRender;
import mymod.entities.MyExplodingArrows;
import mymod.entities.Rainbow;
import mymod.entities.RenderRainbow;
import mymod.items.RainbowSword;
import net.minecraft.client.renderer.entity.RenderSnowball;
import net.minecraft.item.Item;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.registry.EntityRegistry;
public class ClientProxy extends CommonProxy{
@Override
public void registerRenderThings(){
RenderingRegistry.registerEntityRenderingHandler(Rainbow.class, new RenderRainbow(Main.RainbowSword_1));
RenderingRegistry.registerEntityRenderingHandler(MyExplodingArrows.class, new ExplosiveArrowRender());
System.out.println("Random Mod: ClientProxy loaded");
}
}
package mymod;
import mymod.entities.MyExplodingArrows;
import mymod.entities.Rainbow;
import mymod.entities.RenderRainbow;
import net.minecraft.item.Item;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.registry.EntityRegistry;
public class CommonProxy{
public void registerRenderThings(){
RenderingRegistry.registerEntityRenderingHandler(Rainbow.class, new RenderRainbow(Main.RainbowSword_1, 20721));
EntityRegistry.registerModEntity(Rainbow.class, "RainBow", 100, this, 10, 10, false);
EntityRegistry.registerModEntity(MyExplodingArrows.class, "Arrow", 1000, this, 100, 10, false);
}
}
package mymod.entities;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityBlaze;
import net.minecraft.entity.projectile.EntitySnowball;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.world.World;
public class Rainbow extends EntityThrowable
{
public Rainbow(World par1World)
{
super(par1World);
}
public Rainbow(World par1World, EntityLivingBase par2EntityLivingBase)
{
super(par1World, par2EntityLivingBase);
}
public Rainbow(World par1World, double par2, double par4, double par6)
{
super(par1World, par2, par4, par6);
}
/**
* Called when this EntityThrowable hits a block or entity.
*/
protected void onImpact(MovingObjectPosition par1MovingObjectPosition)
{
if (par1MovingObjectPosition.entityHit != null)
{
byte b0 = 15;
if (par1MovingObjectPosition.entityHit instanceof EntityBlaze)
{
b0 = 3;
}
par1MovingObjectPosition.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)b0);
}
if (!this.worldObj.isRemote)
{
this.setDead();
}
}
}
package mymod.entities;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityPotion;
import net.minecraft.item.Item;
import net.minecraft.item.ItemPotion;
import net.minecraft.potion.PotionHelper;
import net.minecraft.util.Icon;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class RenderRainbow extends Render
{
private Item field_94151_a;
private int field_94150_f;
public RenderRainbow(Item par1Item, int par2)
{
this.field_94151_a = par1Item;
this.field_94150_f = par2;
}
public RenderRainbow(Item par1Item)
{
this(par1Item, 0);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
Icon icon = this.field_94151_a.getIconFromDamage(this.field_94150_f);
if (icon != null)
{
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(0.5F, 0.5F, 0.5F);
this.bindEntityTexture(par1Entity);
Tessellator tessellator = Tessellator.instance;
if (icon == ItemPotion.func_94589_d("bottle_splash"))
{
int i = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false);
float f2 = (float)(i >> 16 & 255) / 255.0F;
float f3 = (float)(i >> 8 & 255) / 255.0F;
float f4 = (float)(i & 255) / 255.0F;
GL11.glColor3f(f2, f3, f4);
GL11.glPushMatrix();
this.func_77026_a(tessellator, ItemPotion.func_94589_d("overlay"));
GL11.glPopMatrix();
GL11.glColor3f(1.0F, 1.0F, 1.0F);
}
this.func_77026_a(tessellator, icon);
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(Entity par1Entity)
{
return TextureMap.locationItemsTexture;
}
private void func_77026_a(Tessellator par1Tessellator, Icon par2Icon)
{
float f = par2Icon.getMinU();
float f1 = par2Icon.getMaxU();
float f2 = par2Icon.getMinV();
float f3 = par2Icon.getMaxV();
float f4 = 1.0F;
float f5 = 0.5F;
float f6 = 0.25F;
GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
par1Tessellator.startDrawingQuads();
par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
par1Tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)f, (double)f3);
par1Tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)f1, (double)f3);
par1Tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)f1, (double)f2);
par1Tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)f, (double)f2);
par1Tessellator.draw();
}
}