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[Solved + example Code][1.5.2][Forge 8.7.705] Custom Bow in Third Person View


keynah

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Hello everyone,

 

[solved Problem, see red info for fixes and blue for deletion]

[MAKE SURE YOUR CLIENTPROXY public void matches your COMMONPROXY public void, that helped me a lot]

 

Simple problem I got here, my custom bow (pleomBow) will not work register as a normal bow, seen sideways at the players side when shooting in third person mode. If you do not know what I mean, then go in normal minecraft and shoot a bow in third person. Chances are the arrow is pointing right at you. I want that same effect for my custom bow.

 

I included a pastebin link for each class, I think its a great idea that I added both methods of viewing the code. :P

Things I've done:

-Classes

 

pleomBow Class [PasteBin Link = http://pastebin.com/zpUQ3Pux]

 

 

package keyCraft;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.item.EnumAction;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Icon;
import net.minecraft.world.World;

import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.entity.player.ArrowLooseEvent;
import net.minecraftforge.event.entity.player.ArrowNockEvent;

public class pleomBow extends Item
{
public static final String[] bowPullIconNameArray = new String[] {"pB_1", "pB_2", "pB_3" };
    private Icon[] iconArray;

    public pleomBow(int par1)
    {
        super(par1);
        this.maxStackSize = 1;
        this.setMaxDamage(384);
        this.setCreativeTab(CreativeTabs.tabCombat);
    }

    /**
     * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount
     */
    public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
    {
        int j = this.getMaxItemUseDuration(par1ItemStack) - par4;

        ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.isCanceled())
        {
            return;
        }
        j = event.charge;

        boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0;

        if (flag || par3EntityPlayer.inventory.hasItem(keyCore.pleomArrow.itemID))
        {
            float f = (float)j / 20.0F;
            f = (f * f + f * 2.0F) / 3.0F;

            if ((double)f < 0.1D)
            {
                return;
            }

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

            EntityPleomArrow entitypleomarrow = new EntityPleomArrow(par2World, par3EntityPlayer, f * 2.0F);

            if (f == 1.0F)
            {
                entitypleomarrow.setIsCritical(true);
            }

            int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);

            if (k > 0)
            {
                entitypleomarrow.setDamage(entitypleomarrow.getDamage() + (double)k * 0.5D + 0.5D);
            }

            int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);

            if (l > 0)
            {
                entitypleomarrow.setKnockbackStrength(l);
            }

            if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
            {
                entitypleomarrow.setFire(100);
            }

            par1ItemStack.damageItem(1, par3EntityPlayer);
            par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

            if (flag)
            {
                entitypleomarrow.canBePickedUp = 2;
            }
            else
            {
                par3EntityPlayer.inventory.consumeInventoryItem(keyCore.pleomArrow.itemID);
            }

            if (!par2World.isRemote)
            {
                par2World.spawnEntityInWorld(entitypleomarrow);
            }
        }
    }

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

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

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

    /**
     * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer
     */
    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
        ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.isCanceled())
        {
            return event.result;
        }

        if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(keyCore.pleomArrow.itemID))
        {
            par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));
        }

        return par1ItemStack;
    }

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

@SideOnly(Side.CLIENT)
    @Override
public void registerIcons(IconRegister iconRegister)
{
	super.registerIcons(iconRegister);
	itemIcon = iconRegister.registerIcon("Keynah:pB_0");
	this.iconArray = new Icon[bowPullIconNameArray.length];


	for (int i = 0; i < this.iconArray.length; ++i)
	{
		this.iconArray[i] = iconRegister.registerIcon("Keynah:"
				+ bowPullIconNameArray[i]);
	}
}

@Override
public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player,
		ItemStack usingItem, int useRemaining)
{
	if (usingItem != null)
	{
		int j = getMaxItemUseDuration(stack) - useRemaining;

		if (j >= 18)
		{
			return func_94599_c(2);
		}

		if (j > 13)
		{
			return func_94599_c(1);
		}

		if (j > 0)
		{
			return func_94599_c(0);
		}
	}
	return getIcon(stack, renderPass);
}

    public Icon func_94599_c(int par1)
{
	return this.iconArray[par1];
}
}


 

 

 

RendererItemBow [PasteBin = http://pastebin.com/fMxVeepd] [original code from here https://gist.github.com/SanAndreasP/5608824]

 

 

package keyCraft;

import java.lang.reflect.Method;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityClientPlayerMP;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.EntityLiving;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraftforge.client.IItemRenderer;
import net.minecraftforge.client.IItemRenderer.ItemRenderType;

public class RendererItemBow implements IItemRenderer {
    private RenderManager renderManager;
private Minecraft mc;

public RendererItemBow() {
	this.renderManager = RenderManager.instance;
	this.mc = Minecraft.getMinecraft();
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	return type == ItemRenderType.EQUIPPED || type == ItemRenderType.EQUIPPED_FIRST_PERSON;
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
	return false;
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
	EntityLiving entity = (EntityLiving)data[1];
	ItemRenderer irInstance = this.mc.entityRenderer.itemRenderer;

	GL11.glPopMatrix(); // prevents Forge from pre-translating the item
	if(type == ItemRenderType.EQUIPPED_FIRST_PERSON) {
		this.renderItem(entity, item, 0);
	} else {
		GL11.glPushMatrix();

		// contra-translate the item from it's standard translation
		// also apply some more scale or else the bow is tiny
            float f2 = 3F - (1F/3F);
            GL11.glRotatef(-20.0F, 0.0F, 0.0F, 1.0F);
            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
            GL11.glRotatef(-60.0F, 0.0F, 0.0F, 1.0F);
            GL11.glScalef(f2, f2, f2);
            GL11.glTranslatef(-0.25F, -0.1875F, 0.1875F);
            
            // render the item as 'real' bow
            float f3 = 0.625F;
            GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
            GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
            GL11.glScalef(f3, -f3, f3);
            GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
            GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
            
		this.renderItem(entity, item, 0);
		GL11.glPopMatrix();
	}
	GL11.glPushMatrix(); // prevents GL Underflow errors
}

private void renderItem(EntityLiving par1EntityLiving, ItemStack par2ItemStack, int par3) {
	Icon icon = par1EntityLiving.getItemIcon(par2ItemStack, par3);

        if (icon == null)
        {
            return;
        }

        if (par2ItemStack.getItemSpriteNumber() == 0)
        {
            this.mc.renderEngine.bindTexture("/terrain.png");
        }
        else
        {
            this.mc.renderEngine.bindTexture("/gui/items.png");
        }

        Tessellator tessellator = Tessellator.instance;
        float f = icon.getMinU();
        float f1 = icon.getMaxU();
        float f2 = icon.getMinV();
        float f3 = icon.getMaxV();
        float f4 = 0.0F;
        float f5 = 0.3F;
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glTranslatef(-f4, -f5, 0.0F);
        float f6 = 1.5F;
        GL11.glScalef(f6, f6, f6);
        GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
        GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
        ItemRenderer.renderItemIn2D(tessellator, f1, f2, f, f3, icon.getSheetWidth(), icon.getSheetHeight(), 0.0625F);

        if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0)
        {
            GL11.glDepthFunc(GL11.GL_EQUAL);
            GL11.glDisable(GL11.GL_LIGHTING);
            this.mc.renderEngine.bindTexture("%blur%/misc/glint.png");
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
            float f7 = 0.76F;
            GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glPushMatrix();
            float f8 = 0.125F;
            GL11.glScalef(f8, f8, f8);
            float f9 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
            GL11.glTranslatef(f9, 0.0F, 0.0F);
            GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
            ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(f8, f8, f8);
            f9 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
            GL11.glTranslatef(-f9, 0.0F, 0.0F);
            GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
            ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
            GL11.glPopMatrix();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}
}

 

 

 

ClientProxy [Pastebin = http://pastebin.com/NFmKNyVF]

(I debugged my code to discover that this ClientProxy was the source of my problems with the bow, not rendering, See code for details and changes)

 

 

package keyCraft.client;

import cpw.mods.fml.client.registry.RenderingRegistry;
import net.minecraftforge.client.MinecraftForgeClient;
import keyCraft.CommonProxy;
import keyCraft.EntityPleomArrow;
import keyCraft.RenderPleomArrow;
import keyCraft.RendererItemBow;
import keyCraft.keyCore;

public class ClientProxy extends CommonProxy {
        
        @Override
        public void registerRenderers() {
                MinecraftForgeClient.preloadTexture(ITEMS_PNG);
                MinecraftForgeClient.preloadTexture(BLOCK_PNG);

                //Moved up from register ItemRender, fixes problem of not rendering
                MinecraftForgeClient.registerItemRenderer(keyCore.pleomBow.itemID, new RendererItemBow());
        }

        //this whole line can be deleted
    	public void registerRenderThings(){

                //This line below can be deleted and it will fix the issue
        	//MinecraftForgeClient.registerItemRenderer(keyCore.pleomBow.itemID, new RendererItemBow());
    	}
}

 

 

 

and Lastly A bit of my main class (keyCore.class) [ Pastebin = http://pastebin.com/kZGCQzVu]

 

 

        	pleomBowID = config.get("Item IDs", "Pleom Bow", 5063).getInt();
        	
        	
        	
        	//GuiHandler Insert Here
        	
        	
        	
        	//Ore Generation
        	GameRegistry.registerWorldGenerator(new WorldGenPleom());
        	
        	config.save();
            

        	
            loadItems();
            loadBlocks();
            registerBlocks();
            registerItems();
            setNames();
            addRecipes();
            setHarvestLevels();
            setToolClass();
        	
        	//Make sure the registerRenders matches in both the ClientProxy and Common Proxy
        	proxy.registerRenderers();
        	
        	
        	//End of PreINT

 

 

 

 

Any thoughts or need for code, I will check back tomorrow on this post at 3:45pm EST.

 

Thanks for the help.

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Simple problem I got here, my custom bow (pleomBow) will not work register as a normal bow, seen sideways at the players side when shooting in third person mode.

 

Say what? will not work register as a normal bow?

 

And also, what I got from this was that you WANTED to have the player appear to shoot himself?

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

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In third person mode, with normal minecraft using a bow. The player will knock back the bow loaded with an arrow. Other players are able to see this animation as well. It looks really cool in my opinion also.

 

What I want, is for my custom how to have the same render in 3d knocking back the arrow And having it point where ever I look. Instead of the bow texture being sideways like any other normal item.

 

Did that clear things up?

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yes it did. I would suggest looking into the actual ItemBow class and then copying it all to your bow class, and then trying to figure out how it does the textures. Best way to learn is to be pointed in the right direction xD

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

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Give me a few minutes... Ill have an example for you...

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

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There was a similar thread:

 

Assuming you have at least Forge 7.8.0.700, I've made an ItemRenderer which can be used for every bow: https://gist.github.com/SanAndreasP/5608824

You need to bind the renderer to your item. You can bind the renderer to multiple items.

Note that this does not support multiple render passes. You have to figure this out for yourself if you need those.

 

Please don't return true in isFull3d() if you happen to have that method. Also counts for the shouldRotateWhenRendering()

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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    • Temu Coupon Code $50 off [taa85211] or [tad85211] for New and Existing Users To get Temu $50 off Coupon Code [taa85211] or [tad85211] as a new user enter the Coupon during checkout when making your first purchase at Temu You will receive the benefit once the Coupon applied. TEMU App is a shopping platform that provides us with the best-branded items at Cheap prices. You will also notice that TEMU offers users to save extra by applying the TEMU Coupon Code during checkout. You can get $50 off Temu by using the Coupon Code “taa85211} or {tad85211} ”. Existing customers can use this code. Temu existing user Coupon Code: [taa85211} or {tad85211} Using Temu’s Coupon Code [taa85211} or {tad85211] will get you $50 off, access to exclusive deals, and benefits for additional savings. Save $50 off with Temu Coupon Codes. New and existing customer offers. What is Temu $50 Coupon Bundle? New Temu $50 Coupon bundle includes $50 worth of Temu Coupon Codes. The Temu $50 Coupon Code [taa85211} or {tad85211] can be used by new and existing Temu users to get a Coupon on their purchases. Temu $50 Coupon Bundle Code [taa85211} or {tad85211] Temu Coupon $50 off for existing customers There are a number of Coupons and deals shoppers can take advantage of with the Teemu Coupon Bundle [taa85211} or {tad85211]. Temu Coupon $50 off for existing customers"taa85211} or {tad85211" will save you $100 on your order. To get a Coupon, click on the item to purchase and enter the code. You can think of it as a supercharged savings pack for all your shopping needs Temu Coupon Code $50 off free shipping You will save $50 when you use Temu’s $50 OFF Coupon Code [taa85211} or {tad85211]. Enter the Coupon Code when purchasing an item How Does Temu $50 Coupon Work Temu’s $50 Coupon Code isn’t just one big Coupon you use all at once. Instead, think of it as a welcome package filled with different Coupons and offers worth $50. New customers are welcome. Temu Coupon Code $50 off Temu $40 OFF Coupon Code “taa85211} or {tad85211” will save you $50 on your order. To get a Coupon, click on the item to purchase and enter the code. Yes, Temu offers $50 off Coupon Code “taa85211} or {tad85211” for first time users. You can get a $50 bonus plus 30% off any purchase at Temu with the $40 Coupon Bundle at Temu if you sign up with the Coupon Code [taa85211} or {tad85211] and make a first purchase of $50 or more. How Do Apply Temu Coupon Code [taa85211} or {tad85211]? 1.Download the TEMU app and create a new account. 2.Fill in basic details to complete account verification. 3. Select the item you want to purchase and add it to your cart Minimum of $100. 4.Click on the Coupon Code option and enter the TEMU Coupon Code. 5.Once the Coupon has been applied, you will see the final Coupon. 6.P rice Select your payment method and complete your purchase. Temu Coupon Code $50 off first time user yes, If you’re a first-time user, Temu offers $50 off with Coupon Code “taa85211} or {tad85211” Temu offers first-time users a $50 Coupon. Here are some Temu Coupons! The fact that new users can benefit from such generous Coupons is great. How do you redeem Temu $50 Coupon Code? Yes, To redeem the Temu $50 Coupon Code, follow these steps: 1.Sign Up: If you haven’t already, sign up for a Temu account on their website or app. 2.Add Items to Cart: Browse through the products you’d like to purchase. Add items worth $50 or more to your cart. 3.Apply Coupon Code: During checkout, enter the Coupon Code “taa85211} or {tad85211” in the designated field. This will unlock the $50 Coupon bundle. You can also use the Coupon Code “taa85211} or {tad85211” when signing up to receive the same benefit. 4.Enjoy Savings: The Coupon will be applied, and you’ll enjoy additional savings on your purchase. Plus, you can combine this with other available Coupons, such as the 50% off code for fashion, home, and beauty categories.
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