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[1.7.10] custom arrow not rendering


Glistre

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I created a blaster gun.  I used mostly the EntityArrow class to implement IProjectile with the intent of having my blaster gun fire a custom arrow (which I would then be changing to a blaster "bolt").  Problem is the custom arrow or blaster bolt will not render at all.  Clearly when I right click the blaster moves and should shoot something but nothing comes out

 

I have tried this many different ways but cannot get it to fire anything at all. 

 

Blaster

package com.glistre.glistremod.projectiles.blaster;

import com.glistre.glistremod.GlistreMod;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import com.glistre.glistremod.projectiles.blaster.EntityBlasterBolt;

public class Blaster extends Item{
private String texturePath = (GlistreMod.MODID + ":" + "blasterGun_1");
   public Blaster(int par1) {
       super();
   }

   @Override
   public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,
           EntityPlayer par3EntityPlayer) 
   {
       if(!par2World.isRemote)
       {
           par2World.spawnEntityInWorld(new EntityBlasterBolt(par2World, par3EntityPlayer));
       }
       return par1ItemStack;
   }

   @Override   
   @SideOnly(Side.CLIENT)

       public void registerIcons(IIconRegister iconRegister)
       {
           this.itemIcon = iconRegister.registerIcon(texturePath);
       }	   

} 

 

Render class


package com.glistre.glistremod.projectiles.blaster;

import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.init.Items;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import cpw.mods.fml.relauncher.Side;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import cpw.mods.fml.relauncher.SideOnly;

import com.glistre.glistremod.GlistreMod;
import com.glistre.glistremod.projectiles.blaster.EntityBlasterBolt;

@SideOnly(Side.CLIENT)
public class RendreBlast extends Render
{

private static final ResourceLocation blastTextures = new ResourceLocation("glistremod:/textures/items/wolf_howl.png");
    public void renderBlast(EntityBlasterBolt par1EntityBlast, double par2, double par4, double par6, float par8, float par9)
    {
//        this.loadTexture("/GlistreMod/blast.png");
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
        GL11.glRotatef(par1EntityBlast.prevRotationYaw + (par1EntityBlast.rotationYaw - par1EntityBlast.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(par1EntityBlast.prevRotationPitch + (par1EntityBlast.rotationPitch - par1EntityBlast.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
        Tessellator var10 = Tessellator.instance;
        byte var11 = 0;
        float var12 = 0.0F;
        float var13 = 0.5F;
        float var14 = (float)(0 + var11 * 10) / 32.0F;
        float var15 = (float)(5 + var11 * 10) / 32.0F;
        float var16 = 0.0F;
        float var17 = 0.15625F;
        float var18 = (float)(5 + var11 * 10) / 32.0F;
        float var19 = (float)(10 + var11 * 10) / 32.0F;
        float var20 = 0.05625F;
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        float var21 = (float)par1EntityBlast.arrowShake - par9;

        if (var21 > 0.0F)
        {
            float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
            GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
        }

        GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
        GL11.glScalef(var20, var20, var20);
        GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
        GL11.glNormal3f(var20, 0.0F, 0.0F);
        var10.startDrawingQuads();
        var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
        var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
        var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
        var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
        var10.draw();
        GL11.glNormal3f(-var20, 0.0F, 0.0F);
        var10.startDrawingQuads();
        var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
        var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
        var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
        var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
        var10.draw();

        for (int var23 = 0; var23 < 4; ++var23)
        {
            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
            GL11.glNormal3f(0.0F, 0.0F, var20);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
            var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
            var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
            var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
            var10.draw();
        }

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glPopMatrix();
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.renderBlast((EntityBlasterBolt)par1Entity, par2, par4, par6, par8, par9);
    }


@Override
protected ResourceLocation getEntityTexture(Entity p_110775_1_) {
	// TODO Auto-generated method stub
//		return new ResourceLocation(GlistreMod.MODID +":"+ "wolf_howl.png");
	return this.getEntityTexture((EntityBlasterBolt) p_110775_1_);
}
protected ResourceLocation getEntityTexture(EntityBlasterBolt p_110775_1_){
	return blastTextures;
}
}

 

client proxy:

package com.glistre.glistremod;

import java.awt.Color;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityList;
import cpw.mods.fml.client.registry.RenderingRegistry;

import com.glistre.glistremod.CommonProxy;

import com.glistre.glistremod.projectiles.blaster.EntityBlasterBolt;

import com.glistre.glistremod.projectiles.blaster.RendreBlast;

import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.registry.EntityRegistry;


public class ClientProxy extends CommonProxy {


@Override
public void registerRendering(){



        RenderingRegistry.registerEntityRenderingHandler(EntityBlasterBolt.class, new RendreBlast());

   


           

}

}

 

I have put the following in the

main class:


package com.glistre.glistremod;

import java.awt.Color;
import java.util.List;

import net.minecraft.block.Block;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityList;
import net.minecraft.entity.EnumCreatureType;
import net.minecraft.entity.passive.EntityTameable;
import net.minecraft.entity.passive.EntityWolf;
import net.minecraft.entity.projectile.EntityEgg;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemArmor.ArmorMaterial;
import net.minecraft.item.ItemFood;
import net.minecraft.item.ItemRecord;
import net.minecraft.item.ItemStack;
import net.minecraft.stats.Achievement;
import net.minecraft.world.World;
import net.minecraft.world.WorldType;

import com.glistre.glistremod.WorldTypeGlistre;
import com.glistre.glistremod.BlockRegistry;

import net.minecraft.world.biome.BiomeGenBase;
import net.minecraftforge.client.event.sound.SoundEvent;
import net.minecraftforge.client.event.sound.SoundLoadEvent;
import net.minecraftforge.common.BiomeDictionary;
import net.minecraftforge.common.BiomeDictionary.Type;
import net.minecraftforge.common.BiomeManager;
import net.minecraftforge.common.BiomeManager.BiomeEntry;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.common.util.EnumHelper;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.registry.EntityRegistry;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;

import com.glistre.glistremod.BiomeRegistry;
import com.glistre.glistremod.MyArmor;
//import com.glistre.glistremod.GlistreArmor;
import com.glistre.glistremod.GlistreDust;
import com.glistre.glistremod.GlistreIngot;
import com.glistre.glistremod.GlistreSword;
import com.glistre.glistremod.CommonProxy;
import com.glistre.glistremod.ClientProxy;
import com.glistre.glistremod.MyItem;
import com.glistre.glistremod.MyPickaxe;
import com.glistre.glistremod.MySword;
import com.glistre.glistremod.MyFood;
import com.glistre.glistremod.MyBlock;
import com.glistre.glistremod.GlistreBiome;
//import com.glistre.glistremod.MyBlockGen;
import com.glistre.glistremod.EntityGlistreWolf;
import com.glistre.glistremod.entities.EntityTobie;
import com.glistre.glistremod.projectiles.MyEntityProjectile;
import com.glistre.glistremod.projectiles.MyProjectile;
import com.glistre.glistremod.projectiles.MyRenderProjectile;
import com.glistre.glistremod.projectiles.blaster.Blaster;
import com.glistre.glistremod.projectiles.blaster.EntityBlasterBolt;
import com.glistre.glistremod.projectiles.blaster.EntityBlasterBoltArrow;
import com.glistre.glistremod.projectiles.blaster.MyProjectile2;
import com.glistre.glistremod.projectiles.blaster.RenderBlast;


/* 	MOD INFO */
@Mod(modid = "GlistreMod", name = "Glistre Mod", version = "2.0")

public class GlistreMod {

public static final String MODID = "GlistreMod";
public static final String NAME = "Glistre Mod";
public static final String VERSION = "2.0";

@Instance("GlistreMod")
public static GlistreMod instance;

/*	PROXY INFO */
@SidedProxy(clientSide = ("com.glistre.glistremod.ClientProxy"), serverSide = ("com.glistre.glistremod.CommonProxy"))
public static CommonProxy proxy;

GlistreEventHandler handler = new GlistreEventHandler();
        public static Item blaster_1;
        public int blaster1ID;
// the ray or blast bolt like an arrow
        public static Item MyProjectile_2;
        public int MyProjectile_2ID;
        
@EventHandler	
public void preInit( FMLPreInitializationEvent event) {



FMLCommonHandler.instance().bus().register(handler);
MinecraftForge.EVENT_BUS.register(handler);

proxy.registerRendering();


        blaster_1 = new Blaster(blaster1ID).setUnlocalizedName("blaster_1").setCreativeTab(GlistreTab_1).setTextureName(MODID + ":"  + "blasterGun_1");
        GameRegistry.registerItem(blaster_1, blaster_1.getUnlocalizedName());       
        MyProjectile_2 = new MyProjectile2(MyProjectile_2ID, "MyProjectile_2").setUnlocalizedName("MyProjectile_2").setCreativeTab(GlistreTab_1);
        EntityRegistry.registerModEntity(EntityBlasterBolt.class, "MyProjectile_2", MyProjectile_2ID, GlistreMod.instance, 128, 1, true);

and for creating a separate arrow or bolt , tried this too:
[code]package com.glistre.glistremod.projectiles.blaster;


import com.glistre.glistremod.GlistreMod;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.item.Item;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.client.renderer.texture.IIconRegister;

public class MyProjectile2 extends Item {
    
    private String texturePath = (GlistreMod.MODID + ":" + "wolf_howl.png");
    
    public MyProjectile2(int Item, String textureName)
    {
        super();
        this.setUnlocalizedName(textureName);
        this.setTextureName("MyProjectile_2");
        this.setCreativeTab(CreativeTabs.tabMaterials);

    }

@Override   
@SideOnly(Side.CLIENT)

    public void registerIcons(IIconRegister iconRegister)
    {
        this.itemIcon = iconRegister.registerIcon(texturePath);
    }   


}

 

 

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Does  the RendreBlast#renderBlast(...) method get called? Check it.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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