Jump to content

Recommended Posts

Posted

I'm having an issue where my custom arrow appears stuck in the air a block from where it actually hit? So it looks like |  <--  instead of |<--. Any help in troubleshooting this?

 

Render

@SideOnly(Side.CLIENT)
public class RenderRuneArrow extends Render
{
    private static final ResourceLocation arrowTextures = new ResourceLocation("runes:textures/entity/RuneArrowRender.png");

    public void renderArrow(EntityRuneArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
    {
        this.bindEntityTexture(par1EntityArrow);
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
        GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
        Tessellator tessellator = Tessellator.instance;
        byte b0 = 0;
        float f2 = 0.0F;
        float f3 = 0.5F;
        float f4 = (float)(0 + b0 * 10) / 32.0F;
        float f5 = (float)(5 + b0 * 10) / 32.0F;
        float f6 = 0.0F;
        float f7 = 0.15625F;
        float f8 = (float)(5 + b0 * 10) / 32.0F;
        float f9 = (float)(10 + b0 * 10) / 32.0F;
        float f10 = 0.05625F;
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        float f11 = (float)par1EntityArrow.arrowShake - par9;

        if (f11 > 0.0F)
        {
            float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
            GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
        }

        GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
        GL11.glScalef(f10, f10, f10);
        GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
        GL11.glNormal3f(f10, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
        tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
        tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
        tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
        tessellator.draw();
        GL11.glNormal3f(-f10, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
        tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
        tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
        tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
        tessellator.draw();

        for (int i = 0; i < 4; ++i)
        {
            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
            GL11.glNormal3f(0.0F, 0.0F, f10);
            tessellator.startDrawingQuads();
            tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
            tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
            tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
            tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
            tessellator.draw();
        }

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
    }

    protected ResourceLocation getArrowTextures(EntityRuneArrow par1EntityArrow)
    {
        return arrowTextures;
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(Entity par1Entity)
    {
        return this.getArrowTextures((EntityRuneArrow)par1Entity);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.renderArrow((EntityRuneArrow)par1Entity, par2, par4, par6, par8, par9);
    }
}

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Thanks, I've now installed a slightly newer version and the server is at least starting up now.
    • i have the same issue. Found 1 Create mod class dependency(ies) in createdeco-1.3.3-1.19.2.jar, which are missing from the current create-1.19.2-0.5.1.i.jar Found 11 Create mod class dependency(ies) in createaddition-fabric+1.19.2-20230723a.jar, which are missing from the current create-1.19.2-0.5.1.i.jar Detailed walkthrough of mods which rely on missing Create mod classes: Mod: createaddition-fabric+1.19.2-20230723a.jar Missing classes of create: com/simibubi/create/compat/jei/category/sequencedAssembly/JeiSequencedAssemblySubCategory com/simibubi/create/compat/recipeViewerCommon/SequencedAssemblySubCategoryType com/simibubi/create/compat/rei/CreateREI com/simibubi/create/compat/rei/EmptyBackground com/simibubi/create/compat/rei/ItemIcon com/simibubi/create/compat/rei/category/CreateRecipeCategory com/simibubi/create/compat/rei/category/WidgetUtil com/simibubi/create/compat/rei/category/animations/AnimatedBlazeBurner com/simibubi/create/compat/rei/category/animations/AnimatedKinetics com/simibubi/create/compat/rei/category/sequencedAssembly/ReiSequencedAssemblySubCategory com/simibubi/create/compat/rei/display/CreateDisplay Mod: createdeco-1.3.3-1.19.2.jar Missing classes of create: com/simibubi/create/content/kinetics/fan/SplashingRecipe
    • The crash points to moonlight lib - try other builds or make a test without this mod and the mods requiring it
    • Do you have shaders enabled? There is an issue with the mod simpleclouds - remove this mod or disable shaders, if enabled  
    • Maybe you need to create file in assets/<modid>/items/<itemname>.json with content like this:   { "model": { "type": "minecraft:model", "model": "modname:item/itemname" } }  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.