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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 by sakiika
  • sakiika changed the title to [1.20.1]How to make entity hold items (rendering issue)

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