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[1.10.2] Custom Arrow Shaking


Bluexin

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Hello there \o/

So I took a try at making a custom arrow.

Everything works fine, except one little detail: it shakes like there's no tomorrow.

After some research, I saw a few people having similar issues but they never got an answer.

 

Here's mah code :

 

(the entity)

package be.bluexin.rwbym.weaponry;

import be.bluexin.rwbym.RWBYModels;
import be.bluexin.rwbym.weaponry.dto.AmmoCapDTO;
import mcp.MethodsReturnNonnullByDefault;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.datasync.DataParameter;
import net.minecraft.network.datasync.DataSerializers;
import net.minecraft.network.datasync.EntityDataManager;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

/**
* Part of rwbym by Bluexin.
*
* @author Bluexin
*/
@MethodsReturnNonnullByDefault
public class RWBYAmmoEntity extends EntityArrow { // FIXME: for some reason these are shaking like a superpowered vibrator
    private static final DataParameter<String> RS = EntityDataManager.createKey(RWBYAmmoEntity.class, DataSerializers.STRING);

    private ResourceLocation rs = new ResourceLocation("minecraft", "textures/entity/projectiles/spectral_arrow.png");
    private RWBYAmmoItem itemRef;

    public RWBYAmmoEntity(World world) {
        super(world);
        this.dataManager.set(RS, this.rs.toString());
    }

    public RWBYAmmoEntity(World worldIn, double x, double y, double z, AmmoCapDTO capabilities, RWBYAmmoItem from) {
        super(worldIn, x, y, z);
        this.rs = new ResourceLocation(RWBYModels.MODID, capabilities.getTexture());
        this.dataManager.set(RS, this.rs.toString());
        this.setDamage(capabilities.getBaseDamage());
        this.setNoGravity(!capabilities.obeysGravity());
        this.itemRef = from;

    } // TODO: add to dispenser registries (see usage of this constructor in other impl of EntityArrow

    public RWBYAmmoEntity(World worldIn, EntityLivingBase shooter, AmmoCapDTO capabilities, RWBYAmmoItem from) {
        this(worldIn, shooter.posX, shooter.posY + (double) shooter.getEyeHeight() - 0.10000000149011612D, shooter.posZ, capabilities, from);
        this.shootingEntity = shooter;

        if (shooter instanceof EntityPlayer && capabilities.canPickup()) this.pickupStatus = PickupStatus.ALLOWED;
    }

    protected void entityInit() {
        super.entityInit();
        this.dataManager.register(RS, "");
    }

    @Override
    protected ItemStack getArrowStack() {
        return new ItemStack(itemRef);
    }

    public ResourceLocation getRs() {
        return new ResourceLocation(this.dataManager.get(RS));
    }

    public void writeEntityToNBT(NBTTagCompound compound) {
        super.writeEntityToNBT(compound);

        compound.setString("itemRef", this.itemRef == null ? "" : this.itemRef.getRegistryName().toString());
        compound.setString("texture", this.rs.toString());
    }

    public void readEntityFromNBT(NBTTagCompound compound) {
        super.readEntityFromNBT(compound);

        if (compound.hasKey("itemRef"))
            this.itemRef = (RWBYAmmoItem) Item.getByNameOrId(compound.getString("itemRef"));
        if (compound.hasKey("texture")) {
            String s = compound.getString("texture");
            this.rs = s.length() > 0 ? new ResourceLocation(s) : null;
            if (this.rs != null) this.dataManager.set(RS, this.rs.toString());
        }
    }

}

 

(the render)

package be.bluexin.rwbym.weaponry;

import mcp.MethodsReturnNonnullByDefault;
import net.minecraft.client.renderer.entity.RenderArrow;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.util.ResourceLocation;

import javax.annotation.ParametersAreNonnullByDefault;

/**
* Part of rwbym by Bluexin.
*
* @author Bluexin
*/
@MethodsReturnNonnullByDefault
@ParametersAreNonnullByDefault
public class RWBYAmmoRender extends RenderArrow<RWBYAmmoEntity> {

    public RWBYAmmoRender(RenderManager renderManagerIn) {
        super(renderManagerIn);
    }

    @Override
    protected ResourceLocation getEntityTexture(RWBYAmmoEntity entity) {
        return entity.getRs();
    }
}

 

I made these by looking at how the vanilla ones (tipped and spectral) were made, but I must have overlooked something.

Any clues?

 

Also, how I register the render (jic)

RenderingRegistry.registerEntityRenderingHandler(RWBYAmmoEntity.class, RWBYAmmoRender::new);

In my client proxy, called on preinit (FMLPreInitializationEvent)

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