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I'm trying to make a 1.7 block hit mod for forge, I already have a mcp version of it. All I have to do is this:

[spoiler=Normal renderItemInFirstPerson method]

public void renderItemInFirstPerson(float p_78440_1_)
    {
        float var2 = 1.0F - (this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * p_78440_1_);
        EntityPlayerSP var3 = this.mc.thePlayer;
        float var4 = var3.getSwingProgress(p_78440_1_);
        float var5 = var3.prevRotationPitch + (var3.rotationPitch - var3.prevRotationPitch) * p_78440_1_;
        float var6 = var3.prevRotationYaw + (var3.rotationYaw - var3.prevRotationYaw) * p_78440_1_;
        this.func_178101_a(var5, var6);
        this.func_178109_a(var3);
        this.func_178110_a((EntityPlayerSP)var3, p_78440_1_);
        GlStateManager.enableRescaleNormal();
        GlStateManager.pushMatrix();

        if (this.itemToRender != null)
        {
            if (this.itemToRender.getItem() == Items.filled_map)
            {
                this.func_178097_a(var3, var5, var2, var4);
            }
            else if (var3.getItemInUseCount() > 0)
            {
                EnumAction var7 = this.itemToRender.getItemUseAction();

                switch (ItemRenderer.SwitchEnumAction.field_178094_a[var7.ordinal()])
                {
                    case 1:
                        this.func_178096_b(var2, 0.0F);
                        break;

                    case 2:
                    case 3:
                        this.func_178104_a(var3, p_78440_1_);
                        this.func_178096_b(var2, 0.0F);
                        break;

                    case 4:
                        this.func_178096_b(var2, 0.0F);
                        this.func_178103_d();
                        break;

                    case 5:
                        this.func_178096_b(var2, 0.0F);
                        this.func_178098_a(p_78440_1_, var3);
                }
            }
            else
            {
                this.func_178105_d(var4);
                this.func_178096_b(var2, var4);
            }

            this.renderItem(var3, this.itemToRender, ItemCameraTransforms.TransformType.FIRST_PERSON);
        }
        else if (!var3.isInvisible())
        {
            this.func_178095_a(var3, var2, var4);
        }

        GlStateManager.popMatrix();
        GlStateManager.disableRescaleNormal();
        RenderHelper.disableStandardItemLighting();
    }

 

and change it to this

[spoiler=Modded renderItemInFirstPerson method]

public void renderItemInFirstPerson(float p_78440_1_)
    {
        float var2 = 1.0F - (this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * p_78440_1_);
        EntityPlayerSP var3 = this.mc.thePlayer;
        float var4 = var3.getSwingProgress(p_78440_1_);
        float var5 = var3.prevRotationPitch + (var3.rotationPitch - var3.prevRotationPitch) * p_78440_1_;
        float var6 = var3.prevRotationYaw + (var3.rotationYaw - var3.prevRotationYaw) * p_78440_1_;
        this.func_178101_a(var5, var6);
        this.func_178109_a(var3);
        this.func_178110_a((EntityPlayerSP)var3, p_78440_1_);
        GlStateManager.enableRescaleNormal();
        GlStateManager.pushMatrix();

        if (this.itemToRender != null)
        {
            if (this.itemToRender.getItem() == Items.filled_map)
            {
                this.func_178097_a(var3, var5, var2, var4);
            }
            else if (var3.getItemInUseCount() > 0)
            {
                EnumAction var7 = this.itemToRender.getItemUseAction();

                switch (ItemRenderer.SwitchEnumAction.field_178094_a[var7.ordinal()])
                {
                    case 1:
                        this.func_178096_b(var2, 0.0F);
                        break;

                    case 2:
                    case 3:
                        this.func_178104_a(var3, p_78440_1_);
                        this.func_178096_b(var2, 0.0F);
                        break;

                    case 4:
                        this.func_178096_b(0.2F, var4);
                        this.func_178103_d();
                        GlStateManager.translate(-0.5F, 0.2F, 0.0F);
                        break;

                    case 5:
                        this.func_178096_b(var2, 0.0F);
                        this.func_178098_a(p_78440_1_, var3);
                }
            }
            else
            {
                this.func_178105_d(var4);
                this.func_178096_b(var2, var4);
            }

            this.renderItem(var3, this.itemToRender, ItemCameraTransforms.TransformType.FIRST_PERSON);
        }
        else if (!var3.isInvisible())
        {
            this.func_178095_a(var3, var2, var4);
        }

        GlStateManager.popMatrix();
        GlStateManager.disableRescaleNormal();
        RenderHelper.disableStandardItemLighting();
    }

 

And then it does the old 1.7 block hit animation

Posted

Im creating a '1.7 blockhit' mod for forge, I created a mcp version a while ago and the people I gave it to want me to make a forge version so its compatible with other mods like bspkrs's mods and such.

The way to do this is in the 'renderItemInFirstPerson' method in 'ItemRenderer', there is a switch statement for the action that the item is doing, case 4 of the statement is the blocking animation.

Normally case 4 just contains this

case 4:
    this.func_178096_b(var2, 0.0F);
    this.func_178103_d();
    break;

To change the animation that is played in 1.8 and make it show the animation that was shown in 1.7 all you have to do is change the values and then use the GlStateManager to translate it in to a better position like so

case 4:
    this.func_178096_b(0.2F, var4);
    this.func_178103_d();
    GlStateManager.translate(-0.5F, 0.2F, 0.0F);
    break;

Is there an easy way to override this method using reflection or something? because I've tried using a subclass of the ItemRenderer method but that didn't work because some of the methods that are run inside of the 'renderItemInFirstPerson' method are private

Posted

Bytecode (ASM).

 

Only way to alter this on such "level".

There is good info - you need only one insertion which is relatively easy, bad info - ASM is still pretty fkd up. :P

 

Are you sure you cannot work with what is public? I mean... private methods must be called by methods inside ItemRenderer itself, so why not just override those public ones which use private ones and make them use your code? (not in IDE now).

1.7.10 is no longer supported by forge, you are on your own.

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