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Posted

Thanks for the response, at this point I was already planning on making it check weather the player is holding the staff in the EntityRenderer but I could not find a way to implement the code I used in the block class (it needs the world object as an input to check for players holding the staff). Do you have any ideas for the actual code that I could put in LightRenderer.java that checks if the player is holding the staff?

Posted

Hi

 

You could try

 

if (Minecraft.getMinecraft().thePlayer().getHeldItem().getItem().itemID == myLightStaffID) {

  // staff is held so render

}

 

This must be in the renderer only, i.e. it can only work on the client side.  If it works at all, which I'm not sure :-P

 

-TGG

 

 

Posted

Hi

 

You could try

 

if (Minecraft.getMinecraft().thePlayer().getHeldItem().getItem().itemID == myLightStaffID) {

  // staff is held so render

}

 

This must be in the renderer only, i.e. it can only work on the client side.  If it works at all, which I'm not sure :-P

 

-TGG

That doesnt work, thePlayer does not exist in Minecraft, the problem I have is how to refer to the correct player from within the renderer code. Do you know how to do that?

Posted

Hi

 

You mean, thePlayer() doesn't exist in Minecraft class. But thePlayer exists in Minecraft class

 

:-[ oops!

 

This time I'll type it into my code and make sure it compiles!....

 

if (Minecraft.getMinecraft().thePlayer.getHeldItem().getItem().itemID == myLightStaffID) {
      // staff is held so render it
    }

 

-TGG

Posted

Hi

 

You mean, thePlayer() doesn't exist in Minecraft class. But thePlayer exists in Minecraft class

 

:-[ oops!

 

This time I'll type it into my code and make sure it compiles!....

 

if (Minecraft.getMinecraft().thePlayer.getHeldItem().getItem().itemID == myLightStaffID) {
      // staff is held so render it
    }

 

-TGG

 

Okay so if I spawn in lightInv it is invisible and in I make lightInv with the staff it is visible, but whenever I change equip or unequipped the staff respectively it crashes.

 

package flayr.magiclights.tileentities;

import java.util.List;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import flayr.magiclights.MagicLights;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;

public class LightInvRenderer extends TileEntitySpecialRenderer{
@SideOnly(Side.CLIENT)
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {

	if (Minecraft.getMinecraft().thePlayer.getHeldItem().getItem().itemID == MagicLights.lightStaff.itemID) {

	ResourceLocation rl = new ResourceLocation("magiclights:textures/blocks/lightInv.png");
	Minecraft.getMinecraft().renderEngine.bindTexture(rl);

	Tessellator tessellator = Tessellator.instance;
        GL11.glPushMatrix();
        GL11.glTranslated(x+0.5, y+0.5, z+0.5);
        GL11.glNormal3f(0.0F, 10.0F, 0.0F);
        GL11.glRotatef(-this.tileEntityRenderer.playerYaw, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(this.tileEntityRenderer.playerPitch, 1.0F, 0.0F, 0.0F);
        
        tessellator.startDrawingQuads();
        
        tessellator.addVertexWithUV(-0.5, 0.5, 0, 1, 0);
        tessellator.addVertexWithUV(0.5, 0.5, 0, 1, 1);
        tessellator.addVertexWithUV(-0.5, -0.5, 0, 0, 0);
        tessellator.addVertexWithUV(0.5, -0.5, 0, 0, 1);
        
        tessellator.addVertexWithUV(0.5, -0.5, 0, 1, 0);
        tessellator.addVertexWithUV(-0.5, -0.5, 0, 0, 0);
        tessellator.addVertexWithUV(0.5, 0.5, 0, 1, 1);
        tessellator.addVertexWithUV(-0.5, 0.5, 0, 0, 1);

        tessellator.draw();
        GL11.glPopMatrix();
	}
}
}

Posted

Hi

 

It would help if you showed us the crash error message... :-)

 

If it's only just started when you added the renderer code, it's probably a Null Pointer Exception on the item, try

 

ItemStack heldItem = Minecraft.getMinecraft().thePlayer.getHeldItem();

if (heldItem != null && heldItem.getItem().itemID == myLightStaffID) {

 

-TGG

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