sakiika Posted September 13, 2024 Posted September 13, 2024 (edited) Hi I wanted to my custom mob to hold any sword item, but didn’t rendered properly. In entity class, make entity hold items as below: @Override public InteractionResult mobInteract(Player pPlayer, InteractionHand pHand) { //… ItemStack itemstack = pPlayer.getItemInHand(pHand); if (this.isTame()) { if ( (itemstack.is(Items.MELON_SLICE) || itemstack.is(Items.HONEY_BOTTLE)) && this.getHealth() < this.getMaxHealth() ) { //… } /* Handle holding sword */ else if (itemstack.getItem() instanceof SwordItem) { pPlayer.displayClientMessage(Component.literal("Clicked with item: " + itemstack.getDisplayName().getString()).withStyle(ChatFormatting.GOLD), true); //Return sword //pPlayer.getInventory().add(this.getItemInHand(InteractionHand.MAIN_HAND)); pPlayer.getInventory().add(this.getItemBySlot(EquipmentSlot.MAINHAND)); //The entity holds item //this.setItemInHand(InteractionHand.MAIN_HAND, itemstack); this.setItemSlot(EquipmentSlot.MAINHAND, itemstack.copy()); //Give copy of itemstack //If player is not in creative mode. From mobInteract() in wolf. if (!pPlayer.getAbilities().instabuild) { //Decrement sword count in hand pPlayer.getItemInHand(pHand).shrink(1); } return InteractionResult.SUCCESS; } else { //If player is sneaking pPlayer.displayClientMessage(getItemInHand(InteractionHand.MAIN_HAND).getDisplayName(), false); if (pPlayer.isShiftKeyDown()) { //Return sword //pPlayer.getInventory().add(this.getItemInHand(InteractionHand.MAIN_HAND)); pPlayer.getInventory().add(this.getItemBySlot(EquipmentSlot.MAINHAND)); //The entity holds nothing this.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); return InteractionResult.SUCCESS; } else { //… } } else { return interactionresult; } } And in render class, render the item as below: @Override public void render(RanaEntity pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) { if(pEntity.isBaby()) { pMatrixStack.scale(0.5f, 0.5f, 0.5f); } model.setupAnim(pEntity, 0, 0, 0, pEntityYaw, 0); // //Get location and rotation of arm bone ModelPart rightArm = model.rightArm(); //Get right arm //Get location and rotation of item according to arm bone pMatrixStack.pushPose(); pMatrixStack.translate(rightArm.x, rightArm.y, rightArm.z); //Move to bone location pMatrixStack.mulPose(Axis.XP.rotationDegrees(rightArm.xRot)); //Rotate X pMatrixStack.mulPose(Axis.YP.rotationDegrees(rightArm.yRot)); //Rotate Y pMatrixStack.mulPose(Axis.ZP.rotationDegrees(rightArm.zRot)); //Rotate Z //Draw item //ItemStack itemStack = pEntity.getItemInHand(InteractionHand.MAIN_HAND); ItemStack itemStack = pEntity.getItemBySlot(EquipmentSlot.MAINHAND); if (!itemStack.isEmpty()) { //Offset pMatrixStack.translate(0.0, 0.0, 0.1); // Render the item //Minecraft.getInstance().getItemRenderer().renderStatic(itemStack, ItemDisplayContext.THIRD_PERSON_RIGHT_HAND, pPackedLight, OverlayTexture.NO_OVERLAY, pMatrixStack, pBuffer, pEntity.level(), pEntity.getId()); //itemRenderer.renderStatic(itemStack, ItemDisplayContext.THIRD_PERSON_RIGHT_HAND, pPackedLight, OverlayTexture.NO_OVERLAY, pMatrixStack, pBuffer, pEntity.level(), pEntity.getId()); itemInHandRenderer.renderItem(pEntity, itemStack, ItemDisplayContext.THIRD_PERSON_RIGHT_HAND, false, pMatrixStack, pBuffer, pEntity.getId()); } pMatrixStack.popPose(); super.render(pEntity, pEntityYaw, pPartialTicks, pMatrixStack, pBuffer, pPackedLight); } I confirmed the entity can properly hold item(logically) but the item which the entity holds is not rendered at all. Full code: https://github.com/sakiiiiika/ranamod Thanks. Edited September 30, 2024 by sakiika Quote
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