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Hello,

I have made a new entity called "EntityBullet", basing on the code of the EntityArrow.

The only difference is that my bullet should load a different texture based on the variable "colour". For example when colour is 1 it must load "red.png", when colour is 2 it must load "blue.png".

From my tests it seems that the Entity in the server-side has got the right value set, but the render-instance's entity, even if it has the same entityID, has got the wrong value of colour (the default one). Does the server send all the variables of the entity to the client? Or must I add a packet for sending my custom variables to the client?

 

This is how I register my EntityBullet and how I render it:

        EntityRegistry.registerModEntity(EntityBullet.class, "Bullet", 105, ModCommon.instance, 250, 5, true);
        EntityRegistry.registerGlobalEntityID(EntityBullet.class, "Bullet", 105);

 

	   	RenderingRegistry.instance().registerEntityRenderingHandler(EntityBullet.class, new RenderBullet());

 

The value of "colour" is set correctly in the server-side's entity, but it is not passed to the render file:

package Starwars.client.render;

import net.minecraft.src.*;

import org.lwjgl.opengl.GL11;

import MyMod.common.entities.EntityBullet;

public class RenderBullet extends Render
{
    public RenderSWlaserbeam()
    {
    }

    public void renderBullet(EntityBullet entitybullet, double d, double d1, double d2, 
            float f, float f1)
    {
    	if(entitybullet.colour == 1)
    	{
        loadTexture("/red.png");
    	} else if(entitybullet.colour == 2)
    	{
    	loadTexture("/green.png");	
    	}
    	else {}

        GL11.glPushMatrix();
        GL11.glTranslatef((float)d, (float)d1, (float)d2);
        GL11.glRotatef((entitybullet.prevRotationYaw + (entitybullet.rotationYaw - entitybullet.prevRotationYaw) * f1) - 90F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(entitybullet.prevRotationPitch + (entitybullet.rotationPitch - entitybullet.prevRotationPitch) * f1, 0.0F, 0.0F, 1.0F);
        Tessellator tessellator = Tessellator.instance;
        int i = 0;
        float f2 = 0.0F;
        float f3 = 0.5F;
        float f4 = (float)(0 + i * 10) / 32F;
        float f5 = (float)(5 + i * 10) / 32F;
        float f6 = 0.0F;
        float f7 = 0.15625F;
        float f8 = (float)(5 + i * 10) / 32F;
        float f9 = (float)(10 + i * 10) / 32F;
        float f10 = 0.05625F;
        GL11.glEnable(32826 /*GL_RESCALE_NORMAL_EXT*/);
        float f11 = (float)entitybullet.arrowShake - f1;
        if(f11 > 0.0F)
        {
            float f12 = -MathHelper.sin(f11 * 3F) * f11;
            GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
        }
        GL11.glRotatef(45F, 1.0F, 0.0F, 0.0F);
        GL11.glScalef(f10, f10, f10);
    	
        GL11.glTranslatef(-4F, 0.0F, 0.0F);
        GL11.glNormal3f(f10, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-7D, -2D, -2D, f6, f8);
        tessellator.addVertexWithUV(-7D, -2D, 2D, f7, f8);
        tessellator.addVertexWithUV(-7D, 2D, 2D, f7, f9);
        tessellator.addVertexWithUV(-7D, 2D, -2D, f6, f9);
        tessellator.draw();
        GL11.glNormal3f(-f10, 0.0F, 0.0F);
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV(-7D, 2D, -2D, f6, f8);
        tessellator.addVertexWithUV(-7D, 2D, 2D, f7, f8);
        tessellator.addVertexWithUV(-7D, -2D, 2D, f7, f9);
        tessellator.addVertexWithUV(-7D, -2D, -2D, f6, f9);
        tessellator.draw();
        for(int j = 0; j < 4; j++)
        {
            GL11.glRotatef(90F, 1.0F, 0.0F, 0.0F);
            GL11.glNormal3f(0.0F, 0.0F, f10);
            tessellator.startDrawingQuads();
            tessellator.addVertexWithUV(-8D, -2D, 0.0D, f2, f4);
            tessellator.addVertexWithUV(8D, -2D, 0.0D, f3, f4);
            tessellator.addVertexWithUV(8D, 2D, 0.0D, f3, f5);
            tessellator.addVertexWithUV(-8D, 2D, 0.0D, f2, f5);
            tessellator.draw();
        }

        GL11.glDisable(32826 /*GL_RESCALE_NORMAL_EXT*/);
        GL11.glPopMatrix();
    }

    public void doRender(Entity entity, double d, double d1, double d2, float f, float f1)
    {
        renderBullet((EntityBullet)entity, d, d1, d2, f, f1);
    }
}

 

The colour's value in RenderBullet is always 0 which is the default one in EntityBullet.java.

 

Could you tell me what's wrong?

Thank you!

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