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FlashHUN

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Posts posted by FlashHUN

  1. 2 minutes ago, diesieben07 said:

    Have you looked at what the super constructor does with the model you give it? It simply sets mainModel. So since you overwrite that one every time you render anyways, there is no need to pass anything useful here. Just pass either of the two models.

     

    Please, learn to read the code you are using.

    Thank you for all the help and sorry, I'm just simply new to all of this with only a littlebit of basic knowledge of java.

  2. 5 minutes ago, diesieben07 said:
    • Have you looked at the versions of doRender in your superclasses? In particular RenderLivingBase, where the actual interesting rendering happens.
    • You need to set RenderLivingBase#mainModel accordingly before rendering or do the whole rendering manually.

    Yes, I have looked at the versions of doRender in my supers, but I haven't found anything I could use.

    Should my doRender look like this then?

    	@Override
    	public void doRender(EntityShadowClone entity, double x, double y,
    			double z, float entityYaw, float partialTicks) {
    		if (entity.getOwner() != null && entity.getOwner() instanceof EntityPlayer) {
    				if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) {
    					mainModel = playerDef;
    				}
    				else {
    					mainModel = playerSlim;
    				}
    			}
    			else {
    				mainModel = playerDef;
    			}
    		super.doRender(entity, x, y, z, entityYaw, partialTicks);
    	}

    If so, how can I then get that in the constructor?

    	public RenderShadowClone(RenderManager rendermanagerIn) {
    		super(rendermanagerIn, getMainModel(), 0.5F);
    	}

    gives me this error:

    Quote

    Cannot refer to an instance method while explicitly invoking a constructor

     

  3. 2 minutes ago, diesieben07 said:

    No. That is where your renderer is registered. Rendering happens in Render#doRender.

    Alright, I am completely lost...

    public class RenderShadowClone extends RenderLiving<EntityShadowClone> {
        
    	private ModelPlayer playerDef = new ModelPlayer(0.0F, false);
    	private ModelPlayer playerSlim = new ModelPlayer(0.0F, true);
    	
    	public RenderShadowClone(RenderManager rendermanagerIn) {
    		super(rendermanagerIn, *model*, 0.5F);
    	}
    
    	@Override
    	public ModelPlayer getMainModel()
        {
            return (ModelPlayer)super.getMainModel();
        }
    
    	@Override
    	protected ResourceLocation getEntityTexture(EntityShadowClone entity) {
    		ResourceLocation skin = null;
    		if (entity.getOwner() != null) {
    			skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin();
    		}
    		else {
    			skin = DefaultPlayerSkin.getDefaultSkinLegacy();
    		}
    		return skin;
    	}
    	
    	@Override
    	protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) {
    		super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
    	}
    	
    	@Override
    	public void doRender(EntityShadowClone entity, double x, double y,
    			double z, float entityYaw, float partialTicks) {
    		super.doRender(entity, x, y, z, entityYaw, partialTicks);
    		if (entity.getOwner() != null && entity.getOwner() instanceof EntityPlayer) {
    			if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) {
    				
    			}
    			else {
    				
    			}
    		}
    		else {
    			
    		}
    	}
    }

    What exactly should I be doing, what method should I be using?

  4. 1 minute ago, diesieben07 said:

    When rendering choose if you want small arms or not. And then render one or the other.

    		RenderingRegistry.registerEntityRenderingHandler(EntityShadowClone.class, new IRenderFactory<EntityShadowClone>() {
    			@Override
    			public Render<? super EntityShadowClone> createRenderFor(RenderManager manager) {
    				return new RenderShadowClone(manager);
    			}
    		});

    So, in here? If so, how?

  5. 7 minutes ago, diesieben07 said:

    This will not work. You need to learn basic programming.

    You need two ModelPlayer instances.

    	private ModelPlayer playerDef = new ModelPlayer(0.0F, false);
    	private ModelPlayer playerSlim = new ModelPlayer(0.0F, true);

    Yes, and what should I do with those and where? Sorry for bothering you so much with this, I'm just a bit lost

  6. 3 minutes ago, diesieben07 said:
    • You cannot compare Strings using ==. Please learn basic Java.
    • Why is smallArms static?
    • smallArms is a static field, why are you accessing it using this? Your IDE should be giving you a warning about this. And again, please learn basic Java.
    • Your smallArms field does nothing. You only ever write to it, you never read it.
    public class RenderShadowClone extends RenderLiving<EntityShadowClone> {
        
    	private static boolean smallArms;
    	
    	public RenderShadowClone(RenderManager rendermanagerIn) {
    		super(rendermanagerIn, new ModelPlayer(0.0F, getSmallArms()), 0.5F);
    	}
    
    	@Override
    	public ModelPlayer getMainModel()
        {
            return (ModelPlayer)super.getMainModel();
        }
    	
    	public static boolean getSmallArms() {
    		return smallArms;
    	}
    
    	@Override
    	protected ResourceLocation getEntityTexture(EntityShadowClone entity) {
    		ResourceLocation skin = null;
    		if (entity.getOwner() != null) {
    			skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin();
    		}
    		else {
    			skin = DefaultPlayerSkin.getDefaultSkinLegacy();
    		}
    		return skin;
    	}
    	
    	@Override
    	protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) {
    		super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
    	}
    	
    	@Override
    	public void doRender(EntityShadowClone entity, double x, double y,
    			double z, float entityYaw, float partialTicks) {
    		super.doRender(entity, x, y, z, entityYaw, partialTicks);
    		if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) {
    			smallArms = false;
    		}
    		else {
    			smallArms = true;
    		}
    	}
    }

    Is this better?

    The smallArms and getSmallArms() booleans are static because I get this error in the constructor when they're not:

    Quote

    Cannot refer to an instance method while explicitly invoking a constructor

     

  7. 4 minutes ago, diesieben07 said:

    Render#doRender gets the entity passed in. From that you need to determine which model to render.

    So in the RenderShadowClone class it should look something like this?

    public class RenderShadowClone extends RenderLiving<EntityShadowClone> {
        
    	private static boolean smallArms;
    	
    	public RenderShadowClone(RenderManager rendermanagerIn) {
    		super(rendermanagerIn, new ModelPlayer(0.0F, smallArms), 0.5F);
    	}
    
    	@Override
    	public ModelPlayer getMainModel()
        {
            return (ModelPlayer)super.getMainModel();
        }
    
    	@Override
    	protected ResourceLocation getEntityTexture(EntityShadowClone entity) {
    		ResourceLocation skin = null;
    		if (entity.getOwner() != null) {
    			skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin();
    		}
    		else {
    			skin = DefaultPlayerSkin.getDefaultSkinLegacy();
    		}
    		return skin;
    	}
    	
    	@Override
    	protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) {
    		super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
    	}
    	
    	@Override
    	public void doRender(EntityShadowClone entity, double x, double y,
    			double z, float entityYaw, float partialTicks) {
    		super.doRender(entity, x, y, z, entityYaw, partialTicks);
    		if (((AbstractClientPlayer) entity.getOwner()).getSkinType() == "default") {
    			this.smallArms = false;
    		}
    		else {
    			this.smallArms = true;
    		}
    	}
    }

     

  8. I need to create a tameable mob that is a complete clone of the player and the player is the owner of it. How could I detect what the owner's skin type is in the rendering?

     

    Renderer's constructor:

    	public RenderShadowClone(RenderManager rendermanagerIn, boolean useSmallArms) {
    		super(rendermanagerIn, new ModelPlayer(0.0F, useSmallArms), 0.5F);
    	}

    RenderHandler:

    		RenderingRegistry.registerEntityRenderingHandler(EntityShadowClone.class, new IRenderFactory<EntityShadowClone>() {
    			@Override
    			public Render<? super EntityShadowClone> createRenderFor(RenderManager manager) {
    				return new RenderShadowClone(manager, false);
    			}
    		});

     

  9. 1 hour ago, diesieben07 said:

    The spawn method asks for either an array of biomes or an Iterable of biomes. Just create a List and put all the biomes you want in there.

    		List<Set<Biome>> biomes = new ArrayList<Set<Biome>>();
    		biomes.add(BiomeDictionary.getBiomes(BiomeDictionary.Type.PLAINS));
    		biomes.add(BiomeDictionary.getBiomes(BiomeDictionary.Type.FOREST));
    		biomes.add(BiomeDictionary.getBiomes(BiomeDictionary.Type.SANDY));
    		
        	event.getRegistry().register(EntityEntryBuilder.create().entity(EntityShinobi.class).id
        			(new ResourceLocation(References.mod_id, "mobs"), References.ENTITY_SHINOBI).name("RogueShinobi").tracker
        			(50, 1, true).spawn(EnumCreatureType.CREATURE, 45, 1, 6, biomes).egg
        			(16770207, 000000).build());

     

    Alright, but how should I make that list? This gives me an error in the spawn method and I have no idea how to make that list

  10. How can I make an entity naturally spawn in multiple biome types? Like, for example, how could I make it spawn in plains biomes, forest biomes and desert biomes at the same time?
     

        @SubscribeEvent
        public void onEntityRegistry(RegistryEvent.Register<EntityEntry> event) {
        	event.getRegistry().register(EntityEntryBuilder.create().entity(EntityShinobi.class).id
        			(new ResourceLocation(References.mod_id, "mobs"), References.ENTITY_SHINOBI).name("RogueShinobi").tracker
        			(50, 1, true).spawn(EnumCreatureType.CREATURE, 45, 1, 6, BiomeDictionary.getBiomes(BiomeDictionary.Type.PLAINS)).egg
        			(16770207, 000000).build());
        	
        }

     

  11. 4 hours ago, Keitaro said:

    Looking at the image,

    the translation seems to be fine.

    You just have to GlStateManager.scalef(0.f,2f,0f) to increase the height of the overlay.

    Maybe you have to translate it down more after that, can't remember if you count from the top or the bottom.

    It would look steched, so maybe you can just replace the texture with a square in that instance.

     

     

    Yes, I know, I was just wondering if there was a way to automatically calculate the rotationpoint instead of having to find the right amount to translate with.

     

    4 hours ago, Keitaro said:

    But not to burst your bubble,

    if someone has a custom Skin which has bigger eyes from the beginning or something like that,

    your overlay will be out of place anyway.

     

     

    That is exactly what I handle with the EyeSize capability on players so they can choose where the eyes appear and how big they are.

  12. 27 minutes ago, diesieben07 said:

    For players that are not the "client player" you have to send the entity id (Entity#getEntityId) and then use World#getEntityByID on the client to get the player entity.

    Thank you so, so, so, so much! I got it working, but now there's only one slight issue. How could I make the layers be rendered in the correct place when the player is sneaking? I'm only rendering stuff on the player's head, but if I do

    GlStateManager.pushMatrix();
    if (entitylivingbaseIn.isSneaking())
    {
    	GlStateManager.translate(0.0F, 0.2F, 0.0F);
    }
    this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    GlStateManager.popMatrix();

    it doesn't render in the right place.

     

    2019-03-17_22.31.18.png

    2019-03-17_22.31.20.png

  13. 3 minutes ago, Keitaro said:

    But that's the clients player.

    He needs to know the player who send the package.

    I used the ctx.getServerHandler().player for my CAPABILITY,

    but  since it was nothing visual, i am not sure if that's the right one.

    If I do that in the ClientProxy which is where I handle these, I get this error:

    Quote

    java.lang.ClassCastException: net.minecraft.client.network.NetHandlerPlayClient cannot be cast to net.minecraft.network.NetHandlerPlayServer

     

  14. 3 hours ago, Keitaro said:

    Not for every player.

     

    But let's say 'Alice' changes her 'mana' to 'true' and 'Bob' is tracking her,

    so 'Bob' gets a package with the data 'true'.

    Since 'Bob's client is the one receiving the package 'Minecraft.getMinecraft().player' is 'Bob' and not 'Alice'.

    So 'Bob's client sets the 'mana' of 'Bob' to 'true' and not of 'Alice'.

     

    IIRC i got the player out of the MessageContext the last time i used this and not from the Minecraft instance.

    How would I get the player out of the context on the client side? ctx.getServerHandler().player?

  15. 9 hours ago, Keitaro said:

    If i am not totally mistaken and handleManaB is the Package all your Clients receive,

    than you set the Dojutsu state for the players themself every time somebody changes it

    and they never know about the original player who changed it.

     

    Somebody correct me if i am wrong.

    When the packet gets sent to the specified player from the server, that player's client sets their data to the value received by the server. It doesn't change it for all players, just the specified player that it was sent to. What you're implying is that the packet gets received on all clients at the same time and when one player's data changes the packet gets sent to everyone.

  16. 5 hours ago, diesieben07 said:
    • If you want to keep the data in sync with all relevant clients the following must be performed:
      1. In PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimensionEvent send the data of the player in the event to that player only.
      2. In PlayerEvent.StartTracking check if PlayerEvent.StartTracking#getTarget is a player and if so send the data of PlayerEvent.StartTracking#target to PlayerEvent.StartTracking#getEntityPlayer.
      3. Whenever the data changes, sent it to all players tracking the player who's data changed (SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity)) and also the player themselves.

     

    My PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimension event all have these in them:
     

    @SubscribeEvent
        public static void changeDimesionEvent(final PlayerChangedDimensionEvent event) {
        	EntityPlayer player = event.player;
          
        	PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player);
        	PacketHandler.INSTANCE.sendTo(new PacketEyeLeft(player), (EntityPlayerMP)player);
        	PacketHandler.INSTANCE.sendTo(new PacketEyeRight(player), (EntityPlayerMP)player);
        	PacketHandler.INSTANCE.sendTo(new PacketEyeSize(player), (EntityPlayerMP)player);
          
        }

     

    And I got this far in my tracking event:

    @SubscribeEvent
        public void onStartTracking(PlayerEvent.StartTracking event) {
        	if (event.getTarget() instanceof EntityPlayer) {
        		
        	}
        }

     

    If my Packet looks like this

    public class PacketDojutsuActive implements IMessage {
        private boolean mana;
    
        public PacketDojutsuActive() {}
        
        public PacketDojutsuActive(EntityPlayer player) {
            mana = player.getCapability(CapabilityMana.MANA_CAPABILITY, null).getDojutsuActive();
        }
        
        @Override
        public void fromBytes(ByteBuf buf) {
        	mana = buf.readBoolean();
        }
    
        @Override
        public void toBytes(ByteBuf buf) {
            buf.writeBoolean(mana);
        }
    
        public static class Handler implements IMessageHandler<PacketDojutsuActive, IMessage> {
            @Override
            public IMessage onMessage(PacketDojutsuActive message, MessageContext ctx) {
                FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx));
                return null;
            }
    
            private void handle(PacketDojutsuActive message, MessageContext ctx) {
            	Main.proxy.handleManaB(message.mana, 1);
            }
        }
    }

    and it's being handled like this in the ClientProxy:

    	public void handleManaB(boolean mana, int packetType) {
    		EntityPlayer player = Minecraft.getMinecraft().player;
    		switch (packetType) {
    			case 1: player.getCapability(CapabilityMana.MANA_CAPABILITY, null).setDojutsuActive(mana); break;
    		}
    	}

     

    How should I send it to the players tracking the other player so it changes the data on the player being tracked? What do I need to change?

  17. 2 hours ago, Choonster said:

    You need to sync the capability values to all players watching the player entity, not just the player themselves.

     

    You can use SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity) to send an IMessage to all players tracking an entity.

    I send packets to all entities tracking the player when the keybind for activating the thing is pressed. Still, the player tracking the other player who has said thing activated doesn't see it showing up and only the client does. What could be causing this?

     

    KeyHandler

    @SubscribeEvent
    	public void onPlayerEvent(TickEvent.PlayerTickEvent event) {
    		EntityPlayer player = event.player;
    		KeyBinding[] keyBindings = ClientProxy.keyBindings;
    		IMana mana = CapabilityMana.getMana(player);
        	
        	if (keyBindings[3].isPressed()) 
        	{
        		if (mana.getSharingan() == 1 || mana.getByakugan() == 1 || mana.getKetsuryuugan() == 1) {
        			if (mana.getEyeLeft() > 0 || mana.getEyeRight() > 0) {
        				if (mana.getDojutsuActive()) {
        					mana.setDojutsuActive(false);
        					PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(false));
        					System.out.println("Turned dojutsu off");
        				}
        				else {
        					mana.setDojutsuActive(true);
        					PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(true));
        					PacketHandler.INSTANCE.sendToServer(new ClientDojutsuSound());
        					System.out.println("Turned dojutsu on");
        				}
        			}
        			else {
        				player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.noe")));
        			}
        		}
        		else {
        			player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.nodojutsu")));
        		}
        	}
    	}

     

    Packet sent from the KeyHandler:

    package flash.narutomod.network.clienttoserver.dojutsu;
    
    import io.netty.buffer.ByteBuf;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraftforge.fml.common.FMLCommonHandler;
    import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
    import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
    import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;
    import flash.narutomod.capabilities.player.CapabilityMana;
    import flash.narutomod.main.Main;
    
    public class ClientDojutsuActive implements IMessage {
        private boolean data;
    
        public ClientDojutsuActive() {}
        
        public ClientDojutsuActive(boolean data) {
        	this.data = data;
        }
        
        @Override
        public void fromBytes(ByteBuf buf) {
        	data = buf.readBoolean();
        }
    
        @Override
        public void toBytes(ByteBuf buf) {
            buf.writeBoolean(data);
        }
    
        public static class Handler implements IMessageHandler<ClientDojutsuActive, IMessage> {
            @Override
            public IMessage onMessage(ClientDojutsuActive message, MessageContext ctx) {
                FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx));
                return null;
            }
    
            private void handle(ClientDojutsuActive message, MessageContext ctx) {
            	Main.proxy.handleServerManaB(message.data, 1, ctx);
            }
        }
    }

     

    ServerProxy:

    	public void handleServerManaB(boolean mana, int packetType, MessageContext ctx) {
    		EntityPlayer player = ctx.getServerHandler().player;
    		IMana cap = CapabilityMana.getMana(player);
    		switch (packetType) {
    			case 1: 
    				if (cap.getSharingan() == 1 || cap.getByakugan() == 1 || cap.getKetsuryuugan() == 1) {
    					cap.setDojutsuActive(mana);
    					PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player);
    					PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player);
    					PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeSize(player), player);
    					PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeLeft(player), player);
    					PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeRight(player), player);
    				}
    				else {
    					cap.setDojutsuActive(false);
    					PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player);
    					PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player);
    				}
    				break;
    		}
    	}

     

  18. In my mod I need to render custom layers on players based on their capabilities. The problem is, the client sees the layer completely fine on themself, but doesn't see it on others. How could this issue be solved?

     

    RenderPlayerEvent:

    	@SubscribeEvent
    	public void onPlayerRender(RenderPlayerEvent.Pre event) {
    		event.getRenderer().addLayer(new LayerDojutsuBase(event.getRenderer()));
    	}

     

    LayerDojutsuBase (Yes, I know it could be more organized and done better, for now I just wanted to get it done, I'll get to doing that later):

    @SideOnly(Side.CLIENT)
    public class LayerDojutsuBase implements LayerRenderer<EntityLivingBase> {
    
    	private static final ResourceLocation baseTL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/left/base.png");
    	private static final ResourceLocation baseBL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/left/base.png");
    	private static final ResourceLocation baseL22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/left/base.png");
    	private static final ResourceLocation baseTR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/right/base.png");
    	private static final ResourceLocation baseBR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/right/base.png");
    	private static final ResourceLocation baseR22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/right/base.png");
    	
    	
        private final RenderPlayer playerRenderer;
    
        public LayerDojutsuBase(RenderPlayer playerRendererIn)
        {
            this.playerRenderer = playerRendererIn;
        }
    
        public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
        {
        	IMana mana = CapabilityMana.getMana(entitylivingbaseIn);
        	if (mana.getDojutsuActive() && !mana.getCurseMarkActive()) {
    	    		if (mana.getEyeSize() == 0) {
    	    			if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) {
    	    				this.playerRenderer.bindTexture(baseTL12);
    		    			GlStateManager.pushMatrix();
    		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    		            	GlStateManager.popMatrix();
    	    			}
    	    			if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) {
    	    				this.playerRenderer.bindTexture(baseTR12);
    		    			GlStateManager.pushMatrix();
    		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    		            	GlStateManager.popMatrix();
    	    			}
    	    		}
    	    		else if (mana.getEyeSize() == 1) {
    	    			if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) {
    	    				this.playerRenderer.bindTexture(baseBL12);
    		    			GlStateManager.pushMatrix();
    		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    		            	GlStateManager.popMatrix();
    	    			}
    	    			if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) {
    	    				this.playerRenderer.bindTexture(baseBR12);
    		    			GlStateManager.pushMatrix();
    		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    		            	GlStateManager.popMatrix();
    	    			}
    	    		}
    	    		else if (mana.getEyeSize() == 2) {
    	    			if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) {
    	    				this.playerRenderer.bindTexture(baseL22);
    		    			GlStateManager.pushMatrix();
    		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    		            	GlStateManager.popMatrix();
    	    			}
    	    			if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) {
    	    				this.playerRenderer.bindTexture(baseR22);
    		    			GlStateManager.pushMatrix();
    		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
    		            	GlStateManager.popMatrix();
    	    			}
    	    		}
        	}
        	
        }
    
        public boolean shouldCombineTextures()
        {
            return false;
        }
    }

     

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