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Custom Bow FOV Zoom


JimiIT92

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Hi everyone! I'll ask you if you please help me to complete my custom bows :) I have already done the bow and the third person render class, the last thing i miss is the fov zoom when charging the arrow, like normal bows. I saw that the function is in the EntityPlayerSP class, but i want to make it work without modifying that class. So i made a new class called EntityPlayerBow in wich i have Override that function but i doesn't works, the function doesn't even start.... Maybe i'm missing something? I think the entity should be registered somewhere but i don't know where, i've already done the EntityRegistry instruction in mod's main file but it has no effect....

Here's my EntityPlayerBow class

package mod_ores.items.render;

import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.attributes.AttributeInstance;
import net.minecraft.util.Session;
import net.minecraft.world.World;
import net.minecraftforge.client.ForgeHooksClient;

public class EntityPlayerBow extends EntityPlayerSP {

public EntityPlayerBow(Minecraft par1Minecraft, World par2World,
		Session par3Session, int par4) {
	super(par1Minecraft, par2World, par3Session, par4);
	// TODO Auto-generated constructor stub
}

@Override
public float getFOVMultiplier()
{
    float f = 1.0F;

    if (Minecraft.getMinecraft().thePlayer.capabilities.isFlying)
    {
        f *= 1.1F;
    }

    AttributeInstance attributeinstance = Minecraft.getMinecraft().thePlayer.getEntityAttribute(SharedMonsterAttributes.movementSpeed);
    f = (float)((double)f * ((attributeinstance.getAttributeValue() / (double)Minecraft.getMinecraft().thePlayer.capabilities.getWalkSpeed() + 1.0D) / 2.0D));

    if (Minecraft.getMinecraft().thePlayer.isUsingItem() && (Minecraft.getMinecraft().thePlayer.getItemInUse().itemID == mod_ores.main.rubyBow.itemID))
    {
        int i = Minecraft.getMinecraft().thePlayer.getItemInUseDuration();
        float f1 = (float)i / 20.0F;

        if (f1 > 1.0F)
        {
            f1 = 1.0F;
        }
        else
        {
            f1 *= f1;
        }

        f *= 1.0F - f1 * 0.15F;
    }

    return ForgeHooksClient.getOffsetFOV(Minecraft.getMinecraft().thePlayer, f);
}

}

 

And the instruction in the mod's main file

EntityRegistry.registerGlobalEntityID(EntityPlayerBow.class, "PlayerBow", 0);

 

Hope someone will help me :D Have a nice day :)

Don't blame me if i always ask for your help. I just want to learn to be better :)

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Use the FOVUpdateEvent to add the part with

if (Minecraft.getMinecraft().thePlayer.isUsingItem() && (Minecraft.getMinecraft().thePlayer.getItemInUse().itemID == mod_ores.main.rubyBow.itemID))
    ...

 

Is this what will make minecraft use the iconArray where the pulling_0, pulling_1, and pulling_2 textures are used? That's the main issue for my custom bow I need to get fixed.

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I have those set in my Custom Bow class which extends Item with the code base copied from ItemBow, however in the game it shows my goldenBow_standby and the shows an awkward texture trying to stretch the standby bow instead of the goldenBowpulling_0, 1, or 2 textures.

 

public class WeaponGoldenBow extends Item
{

    public static final String[] bowPullIconNameArray = new String[] {"pulling_0", "pulling_1", "pulling_2"};
    @SideOnly(Side.CLIENT)
    private Icon[] iconArray;

.....

@SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister par1IconRegister)
    {
        this.itemIcon = par1IconRegister.registerIcon(this.getIconString() + "_standby");
        this.iconArray = new Icon[bowPullIconNameArray.length];

        for (int i = 0; i < this.iconArray.length; ++i)
        {
            this.iconArray[i] = par1IconRegister.registerIcon(this.getIconString() + "_" + bowPullIconNameArray[i]);
        }
    }

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