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Posted

Hello Guys I was doing some stuff with my custom bow however Since this is a modelled one i use the animation at render of this bow. so the cycle like this - REST, START, HALF, FULL..

 

Now the problem is instead of being in the REST while not in use, i end up in the HALF i dont even know whats wrong with my code.. So please guys help me especially i want to finish this tonight..

 

Render Bow

package mhfc.net.client.render.weapon.bow;

import org.lwjgl.opengl.GL11;

import mhfc.net.client.model.weapon.bow.ModelBHunters;
import mhfc.net.common.util.lib.MHFCReference;
import mhfc.net.common.weapon.range.bow.BHunters;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;

public class RenderBHunters implements IItemRenderer {

private ModelBHunters weapon;

public RenderBHunters() {
	weapon = new ModelBHunters();
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
	int usingItem = 72000 - ((BHunters) item.getItem()).usingItem;
	switch (type) {

		case EQUIPPED : // render in third person
			float scale = 1.2f;
			GL11.glPushMatrix(); 
			if (((Entity) data[1] instanceof EntityPlayer)&& (((EntityPlayer) data[1]).getCurrentEquippedItem() != null)) {
				if (usingItem < 5) {
					Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_start));
				}  if ((usingItem >= 5) && (usingItem < 25)) {
					Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_half));
				}  if (usingItem >= 25) {
					Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_full));
				}
			} else {
				Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_rest));
			}
			GL11.glRotatef(00F, 1.0f, 0.0f, 0.0f); 
			GL11.glRotatef(-90F, 0.0f, 1.0f, 0.0f); 
			GL11.glRotatef(-180F, 0.0f, 0.0f, 1.0f); 
			GL11.glTranslatef(-0.1F, -0.2F, -0.4F);
			GL11.glScalef(scale, scale, scale);
			weapon.renderA(null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,0.0625F);
			GL11.glPopMatrix();
			break;

		case EQUIPPED_FIRST_PERSON :

			// rince and repeat the rendering. adjust axis' and translation
			// as needed
			GL11.glPushMatrix();
			if (((Entity) data[1] instanceof EntityPlayer)&& (((EntityPlayer) data[1]).getCurrentEquippedItem() != null)) {

				if (usingItem < 5) {
					Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_start));
				}  if ((usingItem >= 5) && (usingItem < 25)) {
					Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_half));
				}  if (usingItem >= 25) {
					Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_full));
				}
			} else {
				Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_rest));
			}
			scale = 1.5f;
			GL11.glScalef(scale, scale, scale);
			GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f);


						//In to face or out, Up/Down , Left or Right <-- positive/negative
			GL11.glTranslatef(-1.1F, -0.6F, 0.5F);
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case ENTITY :
			GL11.glPushMatrix();
			scale = 2.4F;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_rest));
			GL11.glRotatef(90F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f);
			GL11.glRotatef(45F, 0.0f, 0.0f, 1.0f);
			GL11.glTranslatef(0F, -0.6F, -0.1F);
			weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F,
					0.0625F);
			GL11.glPopMatrix();
			break;

		case INVENTORY :
			GL11.glPushMatrix();
			scale = 1.0F;
			GL11.glScalef(scale, scale, scale);
			Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation(MHFCReference.weapon_bow_hunters_tex_rest));

			GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f);
			GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f);
			GL11.glTranslatef(0.1F, -0.0F, -0.1F);
			// this is a method made by me in my model class to render only
			// the modelparts, without an entity argument, because in your
			// inventory, //the entity is always null.
			weapon.renderRest(0.0625F);
			GL11.glPopMatrix();
			break;

		default :
			break;
	}
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	return true;
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,
		ItemRendererHelper helper) {
	switch (type) {
		case INVENTORY :
			return true;
		default :
			break;
	}
	return false;

}

}

 

package mhfc.net.common.weapon.range.bow;

import java.util.List;
import java.util.Random;

import cpw.mods.fml.common.FMLLog;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import mhfc.net.MHFCMain;
import mhfc.net.common.helper.MHFCWeaponClassingHelper;
import mhfc.net.common.system.ColorSystem;
import mhfc.net.common.util.Cooldown;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.init.Items;
import net.minecraft.item.EnumAction;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.world.World;

public class BowClass extends Item {

public static final String[] ItemNameArray = new String[] { "bow","bow1", "bow2", "bow3" };
protected boolean poisontype, firetype, enableCooldownDisplay;
protected String des1, des2, des3; // <--- Shorten the handles
protected int attackdelay, rarity, meta, getcooldown;

public int usingItem = 72000;

@SideOnly(Side.CLIENT)
public IIcon[] IconArray;

public BowClass() {
	super();
	getWeaponDescription(MHFCWeaponClassingHelper.bowname);
	this.maxStackSize = 1;
	this.setMaxDamage(1000);
	this.setCreativeTab(MHFCMain.mhfctabs);
}

public void elementalType(boolean poison, boolean fire) {
	poisontype = poison;
	firetype = fire;
}

@Deprecated
// will rework soon
public void getWeaponDescription(String title) {
	des1 = title;
}

public void getWeaponDescriptionWithMeta(String second, int rarerty,
		int metaData) {
	des2 = second;
	rarity = rarerty;
	meta = metaData;
}

public void getWeaponDescription(String second, int rareity) {
	des2 = second;
	rarity = rareity;
}

@Override
@SuppressWarnings("unchecked")
public void addInformation(ItemStack par1ItemStack,
		EntityPlayer par2EntityPlayer,
		@SuppressWarnings("rawtypes") List par3List, boolean par4) {
	par3List.add(ColorSystem.gold + des1);
	par3List.add(ColorSystem.dark_green + des2);
	par3List.add(ColorSystem.yellow + "Rarity: " + rarity);
	if (enableCooldownDisplay)
		Cooldown.displayAttackDelay(par1ItemStack, par3List, getcooldown);
}

@Override
public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player,
		ItemStack usingItem, int useRemaining) {
	if (stack == usingItem) {
		if ((usingItem != null) && (usingItem.getItem() instanceof BowClass)) {
			if (useRemaining > 21) {
				return IconArray[3];
			} else if (useRemaining > 14) {
				return IconArray[2];
			} else if (useRemaining > 7) {
				return IconArray[1];
			}
		}
	}
	return IconArray[0];
}

@Override
public IIcon getIconFromDamage(int par1) {
	return this.IconArray[0];
}

/**
 * Return the enchantability factor of the item, most of the time is based
 * on material.
 */
@Override
public int getItemEnchantability() {
	return -1;
}

@SideOnly(Side.CLIENT)
public IIcon getItemIconForUseDuration(int par1) {
	return this.IconArray[par1];
}

	/**
	 * returns the action that specifies what animation to play when the items
	 * is being used
	 */
@Override
public EnumAction getItemUseAction(ItemStack par1ItemStack) {
	return EnumAction.bow;
}

/**
 * How long it takes to use or consume an item
 */
@Override
public int getMaxItemUseDuration(ItemStack par1ItemStack) {
	return 72000;
}

@Override
public boolean getShareTag() {
	return true;
}

@Override
public ItemStack onEaten(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) {
	return par1ItemStack;
}

/**
 * Called whenever this item is equipped and the right mouse button is
 * pressed. Args: itemStack, world, entityPlayer
 */
@Override
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer player) {

	player.setItemInUse(par1ItemStack,this.getMaxItemUseDuration(par1ItemStack));

	return par1ItemStack;
}

@Override
public void onPlayerStoppedUsing(ItemStack stack, World par2World,EntityPlayer player, int par4) {
	super.onPlayerStoppedUsing(stack, par2World, player, par4);
	int maxItemUse = getMaxItemUseDuration(stack) - par4;
	boolean flag = (player.capabilities.isCreativeMode);
	if (player.inventory.hasItem(Items.arrow) || flag) {

		float f = maxItemUse / 20.0F;
		f = ((f * f) + (f * 2.0F)) / 3.0F;

		if (f < 0.5d) {
			return;
		}

		EntityArrow entityarrow = new EntityArrow(par2World,player, f * 2.0F);
		boolean crit = new Random().nextInt(10) == 0 ? true : false;

		entityarrow.setIsCritical(crit);

		if (f >= 1.0F && f <1.5F) {
			entityarrow.setIsCritical(true);
		}

		if (f > 1.0F) {
			f = 1.0F;
		}

		entityarrow.setDamage(entityarrow.getDamage()+ (flag ? 2D : 1D));
		entityarrow.setKnockbackStrength(1);

		if (flag) {
			entityarrow.canBePickedUp = 2;
		} else {
			player.inventory.consumeInventoryItem(Items.arrow);
		}
		if (!par2World.isRemote) {
			par2World.spawnEntityInWorld(entityarrow);
		}
		stack.damageItem(1, player);
		par2World.playSoundAtEntity(player, "random.bow", 1.0F,(1.0F / ((itemRand.nextFloat() * 0.4F) + 1.2F))+ (f * 0.5F));
	}
}

@Override
public void onUsingTick(ItemStack stack, EntityPlayer player, int count) {

	player.setItemInUse(stack, count);
	usingItem = count;

}


@Override
public void registerIcons(IIconRegister par1IconRegister) {
	this.IconArray = new IIcon[itemNameArray.length];

	for (int i = 0; i < this.IconArray.length; ++i) {
		String prefix = "mhfc:";
		this.IconArray[i] = par1IconRegister.registerIcon(prefix+ ItemNameArray[i]);
	}
	this.itemIcon = this.IconArray[0];
}

@Override
public boolean requiresMultipleRenderPasses() {
	return false;
}

}

 

P,S im done already registering my classes and so.

Posted

Serously? Bumping twice in 3 hours? Have some patience please.

 

To your problem:

public int usingItem = 72000;

.

 

You can't store it in the Item class like that, you have to store it in the the ItemStack's NBT.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

Also Item has a method specifically designed to help you return a different IIcon / model based on the current use duration:

@Override
@SideOnly(Side.CLIENT)
public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) {
    int ticksInUse = stack.getMaxItemUseDuration() - useRemaining;
    // return different IIcon based on how long item has been in use - see vanilla ItemBow for example
}

Posted

Hey @coolAlias, is that possible to implement in the RenderBow.class i have?

No and yes - no because that is an Item method that goes in your bow class, yes because you call that method from your render class to get the icon you want to render.

 

Look at the vanilla ItemBow class and bow rendering - highlight ItemBow#getIcon and open the call hierarchy for it to find the bow rendering code.

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