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[1.7.10] RenderPlayerEvent when rendering multiple players


Eternaldoom

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Hi,

 

Since capes are no longer recommended/allowed, I have decided to add developer hats to replace them. This looks great in singleplayer, but in multiplayer, when rendering more than 1 player, it behaves strangely (renders on the wrong player, wrong rotation angles, etc). How do you recommend fixing this? Here's my code:

@SubscribeEvent
public void playerRender(RenderPlayerEvent.Pre evt) {
	if(isDeveloperName(evt.entityPlayer.getCommandSenderName())) {
		GL11.glPushMatrix();
		GL11.glRotatef(-evt.entityPlayer.rotationYaw, 0, 1, 0);
		GL11.glTranslatef(0f, -0.1f, 0f);
		GL11.glRotatef((evt.renderer.modelBipedMain.bipedHead.rotateAngleX)*57.2957795f, 1, 0, 0);
		GL11.glTranslatef(-0.5f, 0.1f, -0.5f);
		GL11.glTranslatef(0f, 0.2f, 0f);
		Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("divinerpg:textures/model/devhat.png"));
		new ModelHat().renderAll();
		GL11.glPopMatrix();
	}
}

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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Thanks, that fixed the rotation. I still have a problem though. From the perspective of the player that should not have a hat (in 3rd person), when the player with the hat is in view, the 1st player appears to have a hat, but with the 2nd player's rotation.

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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@SubscribeEvent
public void playerRender(RenderPlayerEvent.Pre evt) {
	if(isDeveloperName(evt.entityPlayer.getCommandSenderName())) {
		GL11.glPushMatrix();
		GL11.glRotatef(-evt.entityPlayer.rotationYaw, 0, 1, 0);
		GL11.glTranslatef(0f, -0.1f, 0f);
		GL11.glRotatef(evt.entityPlayer.rotationPitch, 1, 0, 0);
		GL11.glTranslatef(-0.5f, 0.1f, -0.5f);
		GL11.glTranslatef(0f, 0.2f, 0f);
		Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("divinerpg:textures/model/devhat.png"));
		hat.renderAll();
		GL11.glPopMatrix();
	}
}

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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Who said you can't have capes? Add this line to the render code:

 

if(event.entityPlayer instanceof AbstractClientPlayer) {

((AbstractClientPlayer) event.entityPlayer).func_152121_a(Type.CAPE, new ResourceLocation("yourmod:whatever/the/path/is.png"));

}

 

Cheers!

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

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Who said you can't have capes? Add this line to the render code:

 

if(event.entityPlayer instanceof AbstractClientPlayer) {

((AbstractClientPlayer) event.entityPlayer).func_152121_a(Type.CAPE, new ResourceLocation("yourmod:whatever/the/path/is.png"));

}

 

Cheers!

- Romejanic

 

Nobody said it's impossible to add your custom cape, but capes are Mojang territory and should only be used / given away by Mojang (Minecon capes etc.).

 

Anyway, try to use the

RenderPlayerEvent.Specials.Pre

instead of the

RenderPlayerEvent.Pre

event, as that is usually fired when the cape/item renerer is.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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