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[1.7.2] Rotations at the playermodel


TheDav1311

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    @SubscribeEvent
    public void renderPlayer(RenderPlayerEvent.Post e){
        if(e.entityPlayer.getHeldItem() != null && e.entityPlayer.getHeldItem().getItem() instanceof YourItem){
           e.renderer.modelBipedMain.aimedBow = true;
       }
    }

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I try now something like this:

 

@SubscribeEvent
    public void useWeapon(RenderPlayerEvent.Post e)
{
	if(e.entityPlayer.getHeldItem() != null && e.entityPlayer.getHeldItem().getItem() == myWeapon)
        {
		ItemStack stack= e.entityPlayer.getHeldItem();
		ModelBiped model = e.renderer.modelBipedMain;
                        int count = stack.stackTagCompound.getInteger("count");

		model.bipedRightArm.rotateAngleY = 0.0F;
		model.bipedRightArm.rotationPointZ = MathHelper.sin(model.bipedBody.rotateAngleY) * 5.0F;
		model.bipedRightArm.rotationPointX = -MathHelper.cos(model.bipedBody.rotateAngleY) * 5.0F;

		model.bipedBody.rotateAngleX = (float) count;
        }
}

 

In the weapon class

@Override
public void onUsingTick(ItemStack stack, EntityPlayer player, int count)
{
	if(!stack.hasTagCompound())
		stack.setTagCompound(new NBTTagCompound());
	stack.stackTagCompound.setInteger("count", count);
}

 

But the arm never rotate

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