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Minecraft.getMinecraft().player is an EntityPlayerSP which is a AbstractClientPlayer (see inheritance hierarchy below). Why do you say it isn't the right one?

entityPlayerSP inheritance hierarchy.PNG

Posted
7 hours ago, lexy said:

Minecraft.getMinecraft().player is an EntityPlayerSP which is a AbstractClientPlayer (see inheritance hierarchy below). Why do you say it isn't the right one?

entityPlayerSP inheritance hierarchy.PNG

Well... to be honest, I don't think that my assumption that it wasn't the correct one was correct, but when I try it with Minecraft.player, I get NPE. And I'm 100% sure that I call it when it's not null

Posted (edited)
1 minute ago, MGlolenstine said:

Well... to be honest, I don't think that my assumption that it wasn't the correct one was correct, but when I try it with Minecraft.player, I get NPE. And I'm 100% sure that I call it when it's not null

 

Post your code and the exception using Gist/Pastebin.

 

What do you need the player for? Why does it need to be an AbstractClientPlayer specifically?

Edited by Choonster
  • Like 1

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Posted

Ok, so I'm trying to use Minecraft's deadmou5e ears code, so I copy-pasted code from Minecraft's class into my class, and it requires AbstractClientPlayer.

 

public static void renderEars(AbstractClientPlayer entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
        if (entitylivingbaseIn.hasSkin() && !entitylivingbaseIn.isInvisible()) {
            playerRenderer.bindTexture(entitylivingbaseIn.getLocationSkin());

            for (int i = 0; i < 2; ++i) {
                float f = entitylivingbaseIn.prevRotationYaw + (entitylivingbaseIn.rotationYaw - entitylivingbaseIn.prevRotationYaw) * partialTicks - (entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks);
                float f1 = entitylivingbaseIn.prevRotationPitch + (entitylivingbaseIn.rotationPitch - entitylivingbaseIn.prevRotationPitch) * partialTicks;
                GlStateManager.pushMatrix();
                GlStateManager.rotate(f, 0.0F, 1.0F, 0.0F);
                GlStateManager.rotate(f1, 1.0F, 0.0F, 0.0F);
                GlStateManager.translate(0.375F * (float)(i * 2 - 1), 0.0F, 0.0F);
                GlStateManager.translate(0.0F, -0.375F, 0.0F);
                GlStateManager.rotate(-f1, 1.0F, 0.0F, 0.0F);
                GlStateManager.rotate(-f, 0.0F, 1.0F, 0.0F);
                float f2 = 1.3333334F;
                GlStateManager.scale(1.3333334F, 1.3333334F, 1.3333334F);
                playerRenderer.getMainModel().renderDeadmau5Head(0.0625F);
                GlStateManager.popMatrix();
            }
        }
    }

 

Posted
1 hour ago, MGlolenstine said:

Ok, so I'm trying to use Minecraft's deadmou5e ears code, so I copy-pasted code from Minecraft's class into my class, and it requires AbstractClientPlayer.

 

Where are you calling this from? Which player are you trying to render the ears for?

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
14 minutes ago, MGlolenstine said:

I only want to render ears for the local player and I'm calling it from 


RenderLivingEvent.Post event

 

Use RenderLivingEvent#getEntity to get the entity being rendered, check if it's the client player (Minecraft#player) and then cast it to AbstractClientPlayer before rendering the ears.

 

Since you're only rendering this for a player, it's probably best to subscribe to RenderPlayerEvent.Post instead of RenderLivingEvent.Post. This is only fired for players rather than every living entity.

  • Like 1

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
Just now, Choonster said:

 

Use RenderLivingEvent#getEntity to get the entity being rendered, check if it's the client player (Minecraft#player) and then cast it to AbstractClientPlayer before rendering the ears.

 

Since you're only rendering this for a player, it's probably best to subscribe to RenderPlayerEvent.Post instead of RenderLivingEvent.Post. This is only fired for players rather than every living entity.

Thank you!

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