Posted March 26, 20196 yr I need to create a tameable mob that is a complete clone of the player and the player is the owner of it. How could I detect what the owner's skin type is in the rendering? Renderer's constructor: public RenderShadowClone(RenderManager rendermanagerIn, boolean useSmallArms) { super(rendermanagerIn, new ModelPlayer(0.0F, useSmallArms), 0.5F); } RenderHandler: RenderingRegistry.registerEntityRenderingHandler(EntityShadowClone.class, new IRenderFactory<EntityShadowClone>() { @Override public Render<? super EntityShadowClone> createRenderFor(RenderManager manager) { return new RenderShadowClone(manager, false); } }); Edited March 26, 20196 yr by FlashHUN marked as solved
March 26, 20196 yr Author 1 minute ago, diesieben07 said: AbstractClientPlayer#getSkinType returns "default" or "slim". I know, but how could I use that during rendering?
March 26, 20196 yr Author 4 minutes ago, diesieben07 said: Render#doRender gets the entity passed in. From that you need to determine which model to render. So in the RenderShadowClone class it should look something like this? public class RenderShadowClone extends RenderLiving<EntityShadowClone> { private static boolean smallArms; public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, new ModelPlayer(0.0F, smallArms), 0.5F); } @Override public ModelPlayer getMainModel() { return (ModelPlayer)super.getMainModel(); } @Override protected ResourceLocation getEntityTexture(EntityShadowClone entity) { ResourceLocation skin = null; if (entity.getOwner() != null) { skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin(); } else { skin = DefaultPlayerSkin.getDefaultSkinLegacy(); } return skin; } @Override protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { super.doRender(entity, x, y, z, entityYaw, partialTicks); if (((AbstractClientPlayer) entity.getOwner()).getSkinType() == "default") { this.smallArms = false; } else { this.smallArms = true; } } }
March 26, 20196 yr Author 3 minutes ago, diesieben07 said: You cannot compare Strings using ==. Please learn basic Java. Why is smallArms static? smallArms is a static field, why are you accessing it using this? Your IDE should be giving you a warning about this. And again, please learn basic Java. Your smallArms field does nothing. You only ever write to it, you never read it. public class RenderShadowClone extends RenderLiving<EntityShadowClone> { private static boolean smallArms; public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, new ModelPlayer(0.0F, getSmallArms()), 0.5F); } @Override public ModelPlayer getMainModel() { return (ModelPlayer)super.getMainModel(); } public static boolean getSmallArms() { return smallArms; } @Override protected ResourceLocation getEntityTexture(EntityShadowClone entity) { ResourceLocation skin = null; if (entity.getOwner() != null) { skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin(); } else { skin = DefaultPlayerSkin.getDefaultSkinLegacy(); } return skin; } @Override protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { super.doRender(entity, x, y, z, entityYaw, partialTicks); if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) { smallArms = false; } else { smallArms = true; } } } Is this better? The smallArms and getSmallArms() booleans are static because I get this error in the constructor when they're not: Quote Cannot refer to an instance method while explicitly invoking a constructor
March 26, 20196 yr Author 7 minutes ago, diesieben07 said: This will not work. You need to learn basic programming. You need two ModelPlayer instances. private ModelPlayer playerDef = new ModelPlayer(0.0F, false); private ModelPlayer playerSlim = new ModelPlayer(0.0F, true); Yes, and what should I do with those and where? Sorry for bothering you so much with this, I'm just a bit lost Edited March 26, 20196 yr by FlashHUN
March 26, 20196 yr Author 1 minute ago, diesieben07 said: When rendering choose if you want small arms or not. And then render one or the other. RenderingRegistry.registerEntityRenderingHandler(EntityShadowClone.class, new IRenderFactory<EntityShadowClone>() { @Override public Render<? super EntityShadowClone> createRenderFor(RenderManager manager) { return new RenderShadowClone(manager); } }); So, in here? If so, how?
March 26, 20196 yr Author 2 minutes ago, diesieben07 said: No. That is where your renderer is registered. Rendering happens in Render#doRender. Alright, I am completely lost... public class RenderShadowClone extends RenderLiving<EntityShadowClone> { private ModelPlayer playerDef = new ModelPlayer(0.0F, false); private ModelPlayer playerSlim = new ModelPlayer(0.0F, true); public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, *model*, 0.5F); } @Override public ModelPlayer getMainModel() { return (ModelPlayer)super.getMainModel(); } @Override protected ResourceLocation getEntityTexture(EntityShadowClone entity) { ResourceLocation skin = null; if (entity.getOwner() != null) { skin = ((AbstractClientPlayer) entity.getOwner()).getLocationSkin(); } else { skin = DefaultPlayerSkin.getDefaultSkinLegacy(); } return skin; } @Override protected void applyRotations(EntityShadowClone entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { super.doRender(entity, x, y, z, entityYaw, partialTicks); if (entity.getOwner() != null && entity.getOwner() instanceof EntityPlayer) { if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) { } else { } } else { } } } What exactly should I be doing, what method should I be using?
March 26, 20196 yr Author 5 minutes ago, diesieben07 said: Have you looked at the versions of doRender in your superclasses? In particular RenderLivingBase, where the actual interesting rendering happens. You need to set RenderLivingBase#mainModel accordingly before rendering or do the whole rendering manually. Yes, I have looked at the versions of doRender in my supers, but I haven't found anything I could use. Should my doRender look like this then? @Override public void doRender(EntityShadowClone entity, double x, double y, double z, float entityYaw, float partialTicks) { if (entity.getOwner() != null && entity.getOwner() instanceof EntityPlayer) { if (((AbstractClientPlayer) entity.getOwner()).getSkinType().equals("default")) { mainModel = playerDef; } else { mainModel = playerSlim; } } else { mainModel = playerDef; } super.doRender(entity, x, y, z, entityYaw, partialTicks); } If so, how can I then get that in the constructor? public RenderShadowClone(RenderManager rendermanagerIn) { super(rendermanagerIn, getMainModel(), 0.5F); } gives me this error: Quote Cannot refer to an instance method while explicitly invoking a constructor
March 26, 20196 yr Author 2 minutes ago, diesieben07 said: Have you looked at what the super constructor does with the model you give it? It simply sets mainModel. So since you overwrite that one every time you render anyways, there is no need to pass anything useful here. Just pass either of the two models. Please, learn to read the code you are using. Thank you for all the help and sorry, I'm just simply new to all of this with only a littlebit of basic knowledge of java.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.