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[SOLVED] How to rerender block (model) in this situation OR different solution?


SirBrodzik832

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Hello, I have created a C4 explosive block. I managed to have it rotate and/or flip in any direction depending on the side and direction it is placed on.

The problem: when I reload the world/Minecraft the rotation is not saved.

Important: the variables: side and facing are saved in the TileEntity correctly!

I hope that somehow refreshing (rerendering) the block will fix my problem.

Thanks.

 

BlockC4.class

public class BlockC4 extends BlockContainer
{
    public static final Material c4 = new Material(MapColor.tntColor);
    private int side;

    protected BlockC4()
    {
        super(c4);
        setBlockName(BlockData.C4_UNLOCALIZED);
        setStepSound(soundTypeGrass);
    }

    @Override
    public int onBlockPlaced(World world, int x, int y, int z, int side, float hitX, float hitY, float hitZ, int meta)
    {
        this.side = side;
        return super.onBlockPlaced(world, x, y, z, side, hitX, hitY, hitZ, meta);
    }

    @Override
    public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entityLivingBase, ItemStack itemStack)
    {
        TileEntityC4 tileEntityC4 = (TileEntityC4) world.getTileEntity(x, y, z);
        int facing = MathHelper.floor_double((double) ((entityLivingBase.rotationYaw * 4F) / 360F) + 0.5D) & 3;
        tileEntityC4.facing = facing;
        tileEntityC4.side = side;
        world.setBlockMetadataWithNotify(x, y, z, facing, 2);
    }

    @Override
    public void onBlockDestroyedByExplosion(World world, int x, int y, int z, Explosion explosion)
    {
        if (!world.isRemote)
        {
            world.setBlockToAir(x, y, z);
            world.createExplosion(null, x, y, z, 6.0F, true);
        }
    }

    @Override
    public TileEntity createNewTileEntity(World world, int var2)
    {
        return new TileEntityC4();
    }

    @Override
    public int getRenderType()
    {
        return -1;
    }

    @Override
    public boolean isOpaqueCube()
    {
        return false;
    }

    @Override
    public boolean renderAsNormalBlock()
    {
        return false;
    }
}

 

TileEntityC4.class

public class TileEntityC4 extends TileEntity
{
    public int facing;
    public int side;
    
    @Override
    public void readFromNBT(NBTTagCompound tag)
    {
        facing = tag.getInteger("facing");
        side = tag.getInteger("side");
        super.readFromNBT(tag);
    }
    
    @Override
    public void writeToNBT(NBTTagCompound tag)
    {
        tag.setInteger("facing", facing);
        tag.setInteger("side", side);
        super.writeToNBT(tag);
    }
}

 

RenderC4.class

public class RenderC4 extends TileEntitySpecialRenderer
{
    public static final ResourceLocation resourceLocation = new ResourceLocation(Reference.MOD_ID.toLowerCase(), "textures/models/c4.png");
    private ModelC4 model;

    public RenderC4(ModelC4 model)
    {
        this.model = model;
    }

    public void renderC4(TileEntityC4 tileEntityC4, double x, double y, double z, float partialTickTime)
    {
        int facing = tileEntityC4.facing;
        int side = tileEntityC4.side;

        bindTexture(resourceLocation);
        GL11.glPushMatrix();
        
        switch (side)
        {
            case 0:
                GL11.glTranslatef((float) x + 0.5F, (float) y - 0.5F, (float) z + 0.5F);
                GL11.glRotatef(180, 1F, 0F, 0F);
                break;
            case 2:
                GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z - 0.5F);
                GL11.glRotatef(270, 1F, 0F, 0F);
                break;
            case 3:
                GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 1.5F);
                GL11.glRotatef(90, 1F, 0F, 0F);
                break;
            case 4:
                GL11.glTranslatef((float) x - 0.5F, (float) y + 0.5F, (float) z + 0.5F);
                GL11.glRotatef(90, 0F, 0F, 1F);
                break;
            case 5:
                GL11.glTranslatef((float) x + 1.5F, (float) y + 0.5F, (float) z + 0.5F);
                GL11.glRotatef(270, 0F, 0F, 1F);
                break;
            default:
                GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
        }
        
        switch (facing)
        {
            case 0:
                GL11.glRotatef(0, 0F, 1F, 0F);
                break;
            case 1:
                GL11.glRotatef(270, 0F, 1F, 0F);
                break;
            case 2:
                GL11.glRotatef(180, 0F, 1F, 0F);
                break;
            case 3:
                GL11.glRotatef(90, 0F, 1F, 0F);
                break;
        }
        
        GL11.glScalef(1.0F, -1F, -1F);
        model.render(null, 0, 0, 0, 0, 0, 0.0625F);
        GL11.glPopMatrix();
    }

    @Override
    public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float partialTickTime)
    {
        renderC4((TileEntityC4) tileEntity, x, y, z, partialTickTime);
    }
}

 

ModelC4.class

...

 

Block placed

11k8cc7.png

 

World/Minecraft reloaded

2hhqcg4.png

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In conclusion [if anyone had the same problem], I managed to sync the data (variables) by adding this:

 

TileEntityC4.class

@Override
    public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity pkt)
    {
        NBTTagCompound tag = pkt.func_148857_g();
        facing = tag.getInteger("facing");
        side = tag.getInteger("side");
    }

    @Override
    public Packet getDescriptionPacket()
    {
        NBTTagCompound tag = new NBTTagCompound();
        writeToNBT(tag);

        return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, blockMetadata, tag);
    }

 

Everything renders and rerenders correctly now!

 

EDIT: removed useless schedule block update.

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