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My forge version is 1.8-11.14.1.1334.

 

Now RenderItem.renderItemModelForEntity is like this:

    public void renderItemModelForEntity(ItemStack stack, EntityLivingBase entityToRenderFor, ItemCameraTransforms.TransformType cameraTransformType)
    {
        IBakedModel ibakedmodel = this.itemModelMesher.getItemModel(stack);

        if (entityToRenderFor instanceof EntityPlayer)
        {
            ...
            if (item == Items.fishing_rod && entityplayer.fishEntity != null)
            {
                ...
            }
            else
            {
                modelresourcelocation = item.getModel(stack, entityplayer, entityplayer.getItemInUseCount());
            }

            if (modelresourcelocation != null)
            {
                ibakedmodel = this.itemModelMesher.getModelManager().getModel(modelresourcelocation);
            }
        }
        ...
    }

 

The ISmartItemModel.handleItemState is called inside the method getItemModel, from the first line of renderItemModelForEntity. But this result model returned by getItemModel would be replaced by Item.getModel. That made me sad when I returned a ResourceLocation pointed to an ISmartItemModel in Item.getModel, trying to create an customized item model considering useRemaining and player state. So I suppose it would be better if forge calls ISmartItemModel.handleItemState after Item.getModel.

 

That's my little suggestion.

Author of Tao Land Mod.

width=200 height=69http://taoland.herbix.me/images/1/14/TaoLandLogo.png[/img]

Also, author of RenderTo

----

I'm not an English native speaker. I just try my best.

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