Jump to content

Recommended Posts

Posted

Hi :)

 

I'm new to forge modding, and I'm trying to make a gun which fires bullets.

The problem is that when the gun fires the bullet is invisible. I've mainly used the code from the Arrow for my bullet, except for the rendering class, which uses a model i created in techne.

 

GunMod.java

package me.jacobschwartz.gunMod;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.Mod.PostInit;
import cpw.mods.fml.common.Mod.PreInit;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.EntityRegistry;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;

@Mod(modid="GunMod", name="Gun Mod", version="0.0.0")
@NetworkMod(clientSideRequired=true, serverSideRequired=false)
public class GunMod {

@Instance("GunMod")
public static GunMod instance;

@SidedProxy(clientSide="me.jacobschwartz.gunMod.client.ClientProxy", serverSide="me.jacobschwartz.gunMod.CommonProxy")
public static CommonProxy proxy;

@PreInit
public void preInit(FMLPreInitializationEvent event){



}

@Init
public void load(FMLInitializationEvent event){

	final Item gun = new Gun(5000);
	LanguageRegistry.addName(gun, "Gun");
	GameRegistry.addRecipe(new ItemStack(gun), "   ", "xxy", "y  ", 'x', new ItemStack(Block.planks), 'y', new ItemStack(Block.cobblestone));

	EntityRegistry.registerGlobalEntityID(EntityBullet.class, "Bullet", EntityRegistry.findGlobalUniqueEntityId());
	EntityRegistry.registerModEntity(EntityBullet.class, "Bullet", 1, this, 100, 1, false);

	proxy.registerRenders();

}

@PostInit
public void postInit(FMLPostInitializationEvent event){



}


}

 

ClientProxy.java

package me.jacobschwartz.gunMod.client;

import cpw.mods.fml.client.registry.RenderingRegistry;
import net.minecraftforge.client.MinecraftForgeClient;
import me.jacobschwartz.gunMod.CommonProxy;
import me.jacobschwartz.gunMod.EntityBullet;
import me.jacobschwartz.gunMod.ModelBullet;
import me.jacobschwartz.gunMod.RenderBullet;

public class ClientProxy extends CommonProxy {

@Override
public void registerRenders(){

	/*MinecraftForgeClient.preloadTexture(ITEMS_PNG);
	MinecraftForgeClient.preloadTexture(BLOCK_PNG);*/

	RenderingRegistry.registerEntityRenderingHandler(EntityBullet.class, new RenderBullet(new ModelBullet()));

}

}

 

Gun.java

package me.jacobschwartz.gunMod;

import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntitySnowball;
import net.minecraft.item.EnumAction;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public class Gun extends Item {

public Gun(int id) {
	super(id);

	setMaxStackSize(1);
	setCreativeTab(CreativeTabs.tabCombat);
	setUnlocalizedName("gun");

}

public void registerIcons(IconRegister iconRegister){

	itemIcon = iconRegister.registerIcon("GunMod:Type38");

}

public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer){

	if(par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.consumeInventoryItem(Item.redstone.itemID)){

		par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

		if (!par2World.isRemote)
		{
			par2World.spawnEntityInWorld(new EntityBullet(par2World, par3EntityPlayer, 1));
		}

	}

	return par1ItemStack;

}

}

 

EntityBullet.java

package me.jacobschwartz.gunMod;

import java.util.List;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;

import net.minecraft.block.Block;
import net.minecraft.enchantment.EnchantmentThorns;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.IProjectile;
import net.minecraft.entity.monster.EntityEnderman;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.packet.Packet70GameEvent;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;

public class EntityBullet extends Entity{

private int xTile = -1;
    private int yTile = -1;
    private int zTile = -1;
    private int inTile = 0;
    private int inData = 0;
    private boolean inGround = false;

    /** 1 if the player can pick up the arrow */
    public int canBePickedUp = 0;

    /** Seems to be some sort of timer for animating an arrow. */
    public int arrowShake = 0;

    /** The owner of this arrow. */
    public Entity shootingEntity;
    private int ticksInGround;
    private int ticksInAir = 0;
    private double damage = 2.0D;

    /** The amount of knockback an arrow applies when it hits a mob. */
    private int knockbackStrength;

    public EntityBullet(World par1World)
    {
        super(par1World);
        this.renderDistanceWeight = 10.0D;
        this.setSize(0.5F, 0.5F);
    }

    public EntityBullet(World par1World, double par2, double par4, double par6)
    {
        super(par1World);
        this.renderDistanceWeight = 10.0D;
        this.setSize(0.5F, 0.5F);
        this.setPosition(par2, par4, par6);
        this.yOffset = 0.0F;
    }

    public EntityBullet(World par1World, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, float par4, float par5)
    {
        super(par1World);
        this.renderDistanceWeight = 10.0D;
        this.shootingEntity = par2EntityLiving;

        if (par2EntityLiving instanceof EntityPlayer)
        {
            this.canBePickedUp = 1;
        }

        this.posY = par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight() - 0.10000000149011612D;
        double d0 = par3EntityLiving.posX - par2EntityLiving.posX;
        double d1 = par3EntityLiving.boundingBox.minY + (double)(par3EntityLiving.height / 3.0F) - this.posY;
        double d2 = par3EntityLiving.posZ - par2EntityLiving.posZ;
        double d3 = (double)MathHelper.sqrt_double(d0 * d0 + d2 * d2);

        if (d3 >= 1.0E-7D)
        {
            float f2 = (float)(Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F;
            float f3 = (float)(-(Math.atan2(d1, d3) * 180.0D / Math.PI));
            double d4 = d0 / d3;
            double d5 = d2 / d3;
            this.setLocationAndAngles(par2EntityLiving.posX + d4, this.posY, par2EntityLiving.posZ + d5, f2, f3);
            this.yOffset = 0.0F;
            float f4 = (float)d3 * 0.2F;
            this.setThrowableHeading(d0, d1 + (double)f4, d2, par4, par5);
        }
    }

    public EntityBullet(World par1World, EntityLiving par2EntityLiving, float par3)
    {
        super(par1World);
        this.renderDistanceWeight = 10.0D;
        this.shootingEntity = par2EntityLiving;

        if (par2EntityLiving instanceof EntityPlayer)
        {
            this.canBePickedUp = 1;
        }

        this.setSize(0.5F, 0.5F);
        this.setLocationAndAngles(par2EntityLiving.posX, par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight(), par2EntityLiving.posZ, par2EntityLiving.rotationYaw, par2EntityLiving.rotationPitch);
        this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
        this.posY -= 0.10000000149011612D;
        this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
        this.setPosition(this.posX, this.posY, this.posZ);
        this.yOffset = 0.0F;
        this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
        this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
        this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
        this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F);
    }

    protected void entityInit()
    {
        this.dataWatcher.addObject(16, Byte.valueOf((byte)0));
    }

    /**
     * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
     */
    public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
    {
        float f2 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
        par1 /= (double)f2;
        par3 /= (double)f2;
        par5 /= (double)f2;
        par1 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
        par3 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
        par5 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
        par1 *= (double)par7;
        par3 *= (double)par7;
        par5 *= (double)par7;
        this.motionX = par1;
        this.motionY = par3;
        this.motionZ = par5;
        float f3 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
        this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
        this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f3) * 180.0D / Math.PI);
        this.ticksInGround = 0;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
     * posY, posZ, yaw, pitch
     */
    public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
    {
        this.setPosition(par1, par3, par5);
        this.setRotation(par7, par8);
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the velocity to the args. Args: x, y, z
     */
    public void setVelocity(double par1, double par3, double par5)
    {
        this.motionX = par1;
        this.motionY = par3;
        this.motionZ = par5;

        if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
        {
            float f = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f) * 180.0D / Math.PI);
            this.prevRotationPitch = this.rotationPitch;
            this.prevRotationYaw = this.rotationYaw;
            this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
            this.ticksInGround = 0;
        }
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        super.onUpdate();
        
        Logger.getAnonymousLogger().log(Level.INFO, "Bullet Update");
        
        if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
        {
            float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI);
        }

        int i = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);

        if (i > 0)
        {
            Block.blocksList[i].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile);
            AxisAlignedBB axisalignedbb = Block.blocksList[i].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile);

            if (axisalignedbb != null && axisalignedbb.isVecInside(this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ)))
            {
                this.inGround = true;
            }
        }

        if (this.arrowShake > 0)
        {
            --this.arrowShake;
        }

        if (this.inGround)
        {
            int j = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
            int k = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);

            if (j == this.inTile && k == this.inData)
            {
                ++this.ticksInGround;

                if (this.ticksInGround == 1200)
                {
                    this.setDead();
                }
            }
            else
            {
                this.inGround = false;
                this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
                this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
                this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
                this.ticksInGround = 0;
                this.ticksInAir = 0;
            }
        }
        else
        {
            ++this.ticksInAir;
            Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
            Vec3 vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
            MovingObjectPosition movingobjectposition = this.worldObj.rayTraceBlocks_do_do(vec3, vec31, false, true);
            vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
            vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);

            if (movingobjectposition != null)
            {
                vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord);
            }

            Entity entity = null;
            List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
            double d0 = 0.0D;
            int l;
            float f1;

            for (l = 0; l < list.size(); ++l)
            {
                Entity entity1 = (Entity)list.get(l);

                if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 5))
                {
                    f1 = 0.3F;
                    AxisAlignedBB axisalignedbb1 = entity1.boundingBox.expand((double)f1, (double)f1, (double)f1);
                    MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec3, vec31);

                    if (movingobjectposition1 != null)
                    {
                        double d1 = vec3.distanceTo(movingobjectposition1.hitVec);

                        if (d1 < d0 || d0 == 0.0D)
                        {
                            entity = entity1;
                            d0 = d1;
                        }
                    }
                }
            }

            if (entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }

            if (movingobjectposition != null && movingobjectposition.entityHit != null && movingobjectposition.entityHit instanceof EntityPlayer)
            {
                EntityPlayer entityplayer = (EntityPlayer)movingobjectposition.entityHit;

                if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer)this.shootingEntity).func_96122_a(entityplayer))
                {
                    movingobjectposition = null;
                }
            }

            float f2;
            float f3;

            if (movingobjectposition != null)
            {
                if (movingobjectposition.entityHit != null)
                {
                    f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
                    int i1 = MathHelper.ceiling_double_int((double)f2 * this.damage);

                    if (this.getIsCritical())
                    {
                        i1 += this.rand.nextInt(i1 / 2 + 2);
                    }

                    DamageSource damagesource = null;

                    if (this.shootingEntity == null)
                    {
                        damagesource = DamageSource.causeThrownDamage(shootingEntity, shootingEntity);
                    }
                    else
                    {
                        damagesource = DamageSource.causeThrownDamage(shootingEntity, shootingEntity);
                    }

                    if (this.isBurning() && !(movingobjectposition.entityHit instanceof EntityEnderman))
                    {
                        movingobjectposition.entityHit.setFire(5);
                    }

                    if (movingobjectposition.entityHit.attackEntityFrom(damagesource, i1))
                    {
                        if (movingobjectposition.entityHit instanceof EntityLiving)
                        {
                            EntityLiving entityliving = (EntityLiving)movingobjectposition.entityHit;

                            if (!this.worldObj.isRemote)
                            {
                                entityliving.setArrowCountInEntity(entityliving.getArrowCountInEntity() + 1);
                            }

                            if (this.knockbackStrength > 0)
                            {
                                f3 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);

                                if (f3 > 0.0F)
                                {
                                    movingobjectposition.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f3, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f3);
                                }
                            }

                            if (this.shootingEntity != null)
                            {
                                EnchantmentThorns.func_92096_a(this.shootingEntity, entityliving, this.rand);
                            }

                            if (this.shootingEntity != null && movingobjectposition.entityHit != this.shootingEntity && movingobjectposition.entityHit instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP)
                            {
                                ((EntityPlayerMP)this.shootingEntity).playerNetServerHandler.sendPacketToPlayer(new Packet70GameEvent(6, 0));
                            }
                        }

                        this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));

                        if (!(movingobjectposition.entityHit instanceof EntityEnderman))
                        {
                            this.setDead();
                        }
                    }
                    else
                    {
                        this.motionX *= -0.10000000149011612D;
                        this.motionY *= -0.10000000149011612D;
                        this.motionZ *= -0.10000000149011612D;
                        this.rotationYaw += 180.0F;
                        this.prevRotationYaw += 180.0F;
                        this.ticksInAir = 0;
                    }
                }
                else
                {
                    this.xTile = movingobjectposition.blockX;
                    this.yTile = movingobjectposition.blockY;
                    this.zTile = movingobjectposition.blockZ;
                    this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
                    this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
                    this.motionX = (double)((float)(movingobjectposition.hitVec.xCoord - this.posX));
                    this.motionY = (double)((float)(movingobjectposition.hitVec.yCoord - this.posY));
                    this.motionZ = (double)((float)(movingobjectposition.hitVec.zCoord - this.posZ));
                    f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
                    this.posX -= this.motionX / (double)f2 * 0.05000000074505806D;
                    this.posY -= this.motionY / (double)f2 * 0.05000000074505806D;
                    this.posZ -= this.motionZ / (double)f2 * 0.05000000074505806D;
                    this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
                    this.inGround = true;
                    this.arrowShake = 7;
                    this.setIsCritical(false);

                    if (this.inTile != 0)
                    {
                        Block.blocksList[this.inTile].onEntityCollidedWithBlock(this.worldObj, this.xTile, this.yTile, this.zTile, this);
                    }
                }
            }

            if (this.getIsCritical())
            {
                for (l = 0; l < 4; ++l)
                {
                    this.worldObj.spawnParticle("crit", this.posX + this.motionX * (double)l / 4.0D, this.posY + this.motionY * (double)l / 4.0D, this.posZ + this.motionZ * (double)l / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ);
                }
            }

            this.posX += this.motionX;
            this.posY += this.motionY;
            this.posZ += this.motionZ;
            f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
            this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);

            for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
            {
                ;
            }

            while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
            {
                this.prevRotationPitch += 360.0F;
            }

            while (this.rotationYaw - this.prevRotationYaw < -180.0F)
            {
                this.prevRotationYaw -= 360.0F;
            }

            while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
            {
                this.prevRotationYaw += 360.0F;
            }

            this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
            this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
            float f4 = 0.99F;
            f1 = 0.05F;

            if (this.isInWater())
            {
                for (int j1 = 0; j1 < 4; ++j1)
                {
                    f3 = 0.25F;
                    this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f3, this.posY - this.motionY * (double)f3, this.posZ - this.motionZ * (double)f3, this.motionX, this.motionY, this.motionZ);
                }

                f4 = 0.8F;
            }

            this.motionX *= (double)f4;
            this.motionY *= (double)f4;
            this.motionZ *= (double)f4;
            this.motionY -= (double)f1;
            this.setPosition(this.posX, this.posY, this.posZ);
            this.doBlockCollisions();
        }
    }

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
    {
        par1NBTTagCompound.setShort("xTile", (short)this.xTile);
        par1NBTTagCompound.setShort("yTile", (short)this.yTile);
        par1NBTTagCompound.setShort("zTile", (short)this.zTile);
        par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
        par1NBTTagCompound.setByte("inData", (byte)this.inData);
        par1NBTTagCompound.setByte("shake", (byte)this.arrowShake);
        par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));
        par1NBTTagCompound.setByte("pickup", (byte)this.canBePickedUp);
        par1NBTTagCompound.setDouble("damage", this.damage);
    }

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
    {
        this.xTile = par1NBTTagCompound.getShort("xTile");
        this.yTile = par1NBTTagCompound.getShort("yTile");
        this.zTile = par1NBTTagCompound.getShort("zTile");
        this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
        this.inData = par1NBTTagCompound.getByte("inData") & 255;
        this.arrowShake = par1NBTTagCompound.getByte("shake") & 255;
        this.inGround = par1NBTTagCompound.getByte("inGround") == 1;

        if (par1NBTTagCompound.hasKey("damage"))
        {
            this.damage = par1NBTTagCompound.getDouble("damage");
        }

        if (par1NBTTagCompound.hasKey("pickup"))
        {
            this.canBePickedUp = par1NBTTagCompound.getByte("pickup");
        }
        else if (par1NBTTagCompound.hasKey("player"))
        {
            this.canBePickedUp = par1NBTTagCompound.getBoolean("player") ? 1 : 0;
        }
    }

    /**
     * Called by a player entity when they collide with an entity
     */
    public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)
    {
        if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0)
        {
            boolean flag = this.canBePickedUp == 1 || this.canBePickedUp == 2 && par1EntityPlayer.capabilities.isCreativeMode;

            if (this.canBePickedUp == 1 && !par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1)))
            {
                flag = false;
            }

            if (flag)
            {
                this.playSound("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
                par1EntityPlayer.onItemPickup(this, 1);
                this.setDead();
            }
        }
    }

    /**
     * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
     * prevent them from trampling crops
     */
    protected boolean canTriggerWalking()
    {
        return false;
    }

    @SideOnly(Side.CLIENT)
    public float getShadowSize()
    {
        return 0.0F;
    }

    public void setDamage(double par1)
    {
        this.damage = par1;
    }

    public double getDamage()
    {
        return this.damage;
    }

    /**
     * Sets the amount of knockback the arrow applies when it hits a mob.
     */
    public void setKnockbackStrength(int par1)
    {
        this.knockbackStrength = par1;
    }

    /**
     * If returns false, the item will not inflict any damage against entities.
     */
    public boolean canAttackWithItem()
    {
        return false;
    }

    /**
     * Whether the arrow has a stream of critical hit particles flying behind it.
     */
    public void setIsCritical(boolean par1)
    {
        byte b0 = this.dataWatcher.getWatchableObjectByte(16);

        if (par1)
        {
            this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 | 1)));
        }
        else
        {
            this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 & -2)));
        }
    }

    /**
     * Whether the arrow has a stream of critical hit particles flying behind it.
     */
    public boolean getIsCritical()
    {
        byte b0 = this.dataWatcher.getWatchableObjectByte(16);
        return (b0 & 1) != 0;
    }




}

 

RenderBullet.java

package me.jacobschwartz.gunMod;

import java.util.logging.Level;
import java.util.logging.Logger;

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

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderEntity;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.util.MathHelper;

public class RenderBullet extends Render {

private ModelBase modelBullet;

public RenderBullet(ModelBase modelBase){

	modelBullet = modelBase;

}

public void renderBullet(EntityBullet par1EntityBullet)
    {

	this.loadTexture("mods/GunMod/textures/items/Bullet.png");

	modelBullet.render(par1EntityBullet, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F);
        
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
@Override
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.renderBullet((EntityBullet)par1Entity);
    }

}

 

ModelBullet.java

// Date: 16-06-2013 21:56:45
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX






package me.jacobschwartz.gunMod;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelBullet extends ModelBase
{
  //fields
    ModelRenderer Shape1;
    ModelRenderer Shape2;
    ModelRenderer Shape3;
  
  public ModelBullet()
  {
    textureWidth = 32;
    textureHeight = 32;
    
      Shape1 = new ModelRenderer(this, 10, 1);
      Shape1.addBox(0F, -1.5F, 0F, 6, 3, 0);
      Shape1.setRotationPoint(0F, 0F, 0F);
      Shape1.setTextureSize(32, 32);
      Shape1.mirror = true;
      setRotation(Shape1, 0F, 0F, 0F);
      Shape2 = new ModelRenderer(this, 7, 11);
      Shape2.addBox(0F, 0F, -1.5F, 6, 0, 3);
      Shape2.setRotationPoint(0F, 0F, 0F);
      Shape2.setTextureSize(32, 32);
      Shape2.mirror = true;
      setRotation(Shape2, 0F, 0F, 0F);
      Shape3 = new ModelRenderer(this, 1, 13);
      Shape3.addBox(0F, -1.5F, -1.5F, 0, 3, 3);
      Shape3.setRotationPoint(0F, 0F, 0F);
      Shape3.setTextureSize(32, 32);
      Shape3.mirror = true;
      setRotation(Shape3, 0F, 0F, 0F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    Shape1.render(f5);
    Shape2.render(f5);
    Shape3.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
  }

}

 

My Bullet.png texture is located at ../mcp/src/minecraft/mods/GunMod/textures/items/Bullet.png

Posted

Okay, so I found out that when I call the render method of my model, I was setting the scale to 0, and therefore it didn't render.

 

The line I had to change was in my RenderBullet.java:

modelBullet.render(par1EntityBullet, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F);

to

modelBullet.render(par1EntityBullet, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.1F);

Or some other fitting scale at the last argument

 

However, I now have the problem that the bullet is rendering right in front of the players eyes, even before the gun is fired. The bullet will stay there forever, and move around with the player.

Also no bullet gets fired(moves away) when the gun is fired :/

Posted

The problem with the bullet not moving was solved with these additions in RenderBullet.java:

	GL11.glPushMatrix();
	GL11.glTranslatef((float) x, (float) y, (float) z);
	GL11.glRotatef(bullet.prevRotationYaw + (bullet.rotationYaw - bullet.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(bullet.rotationPitch + (bullet.rotationPitch - bullet.prevRotationPitch) * par9, 1.0F, 0.0F, 0.0F);

	this.loadTexture("/mods/GunMod/textures/items/Bullet.png");

	modelBullet.render(bullet, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F);
        
	//Resets rotation and translation
	GL11.glPopMatrix();

 

Hope this can help more people in the future :)

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Ready to unlock unbeatable savings on Temu? Our exclusive Temu code [ald244107] is your ultimate secret weapon for a $100 OFF discount, plus so much more this year! Whether you're making your first purchase or returning for another shopping spree, this verified promo code gives you an instant boost, with up to 50% off your next order and even deeper discounts on clearance items. With Temu coupon code [ald244107], you're not just getting a flat $100 discount; you're stacking it on top of already fantastic sales! New users can grab an extra 100% off selected products, while loyal customers automatically qualify for that sweet $100 OFF when they apply the code at checkout. Imagine slashing prices by up to 90% on everything from trending electronics and stylish fashion to essential home goods and top-rated beauty products, all available across the USA, Canada, UK, and countless other countries! 🔥 Top Temu Code [ald244107] Benefits:  * For New Users: Use ald244107 for 50% off your first order + an additional $100 OFF.  * For Existing Customers: Apply ald244107 to get an instant $100 OFF on your next purchase.  * Global Reach: Valid across the USA, UK, Canada, Germany, France, Japan, Chile, Colombia, Malaysia, Mexico, South Korea, Philippines, Saudi Arabia, Qatar, Pakistan, and many more.  * Best of 2025: Secure up to $200 OFF plus incredible bonus discounts with ald244107. Maximize Your Savings: Featured Temu Deals for 2025 (Code: ald244107)  * ✅ Temu Flash Sales: Don't miss out! Score $100 off during limited-time offers with ald244107.  * ✅ Temu First Order Bonanza: Use ald244107 for a powerful 50% + $100 OFF on your initial purchase.  * ✅ Temu US Shopper Advantage: Instantly save $100 on your orders with ald244107.  * ✅ International Temu Discounts: ald244107 works seamlessly to give you savings in Japan, Germany, Chile, and beyond.  * ✅ Temu Community Favorite: Enjoy $100 OFF for both new and old users, a widely praised deal!  * ✅ Temu Coupon Bundles 2025: Combine $100 OFF with up to 50% slash deals for ultimate savings.  * ✅ 100% OFF Free Gift Code: Use ald244107 to claim a free gift – no invitation or referral needed!  * ✅ Temu Welcome Bonus: Get a delightful $100 OFF instantly upon signing up for an account.  * ✅ Free Temu Code for New Accounts: Apply ald244107 for immediate, hassle-free savings.  * ✅ Temu Clearance Blowout 2025: Use ald244107 for jaw-dropping 85–100% discounts on clearance items. This Temu code [ald244107] is more than just a discount; it's your all-access pass to complimentary shipping, exclusive first-order perks, and stackable coupon bundles across an immense selection of electronics, trendy fashion, essential home goods, and premium beauty products. Truly unlock up to 90% OFF plus an additional $100 OFF on eligible orders! 💡 Pro Tip: Always remember to apply ald244107 during checkout on the Temu app or website. Your instant $100 discount activates automatically, even if you're a returning customer! Where Does Temu Code [ald244107] Work? (Global Availability)  * 🇺🇸 Temu USA – ald244107  * 🇯🇵 Temu Japan – ald244107  * 🇲🇽 Temu Mexico – ald244107  * 🇨🇱 Temu Chile – ald244107  * 🇨🇴 Temu Colombia – ald244107  * 🇲🇾 Temu Malaysia – ald244107  * 🇵🇭 Temu Philippines – ald244107  * 🇰🇷 Temu Korea – ald244107  * 🇵🇰 Temu Pakistan – ald244107  * 🇫🇮 Temu Finland – ald244107  * 🇸🇦 Temu Saudi Arabia – ald244107  * 🇶🇦 Temu Qatar – ald244107  * 🇫🇷 Temu France – ald244107  * 🇩🇪 Temu Germany – ald244107 Hear From Happy Shoppers: User Reviews We love hearing about your experiences! Here's what some satisfied customers are saying about using the Temu code [ald244107]:  * Alice W., USA ⭐️⭐️⭐️⭐️⭐️ (5/5) "Great experience! Temu's promo code {ald244107} saved me a lot on my first order. Highly recommend this offer!"  * James T., UK ⭐️⭐️⭐️⭐️ (4/5) "Very happy with the quality and prices on Temu. The $100 credits offer was a nice bonus using {ald244107}. Will shop again."  * Sara M., Canada ⭐️⭐️⭐️ (3/5) "Got some decent deals with the {ald244107} code, though shipping took a bit longer than expected. Overall satisfied with the credits." Trending Verified Temu Deals for 2025 Stay ahead of the curve with the most popular and verified Temu deals for 2025. Our community consistently confirms the effectiveness of Temu code [ald244107] for maximum savings across a wide range of products. Don't miss out on these trending opportunities to save big! FAQs: Everything You Need to Know About Temu Code [ald244107] Q: What is Temu code [ald244107] and what does it offer? A: Temu code [ald244107] is a verified promo code that provides users with a $100 discount, plus additional savings of up to 50% or even 90% on various items. It's valid for both new and existing customers on the Temu platform. Q: How do I apply Temu code [ald244107]? A: Simply enter [ald244107] in the coupon or promo code field during checkout on the Temu app or website to apply your discounts automatically. Q: Does Temu code [ald244107] benefit new users specifically? A: Yes, ald244107 offers fantastic benefits for new users, including an exclusive 50% off their very first order in addition to the $100 discount. Q: Is Temu code [ald244107] also valid for existing customers? A: Absolutely! Loyal Temu customers can also enjoy a flat $100 OFF discount by seamlessly applying ald244107 at checkout. Q: In which countries can I use Temu code [ald244107]? A: This code boasts widespread global availability, working in numerous countries including the USA, UK, Canada, Germany, France, Japan, Saudi Arabia, Qatar, and many more listed above. Q: Can Temu code [ald244107] be combined with other offers? A: Temu code [ald244107] is strategically designed to provide savings on top of existing deals, making it often stackable with other promotions for truly maximizing your discounts. Unlock Huge Savings with Temu Code [ald244107] – Your Best Bet for 2025! Don't let these incredible savings slip away! Whether you're exploring Temu for the first time or returning for more great finds, the Temu code [ald244107] is your ultimate tool for significant discounts, exciting free gifts, and unbeatable deals. Apply it today and see how much you can save! Happy shopping! [ald244107]  
    • I've tried the java version you linked to and got a new exit code of 127 Here is the new console log I also tried making sure that I had Java 8 selected with the version of Java 8 I already had installed and got the same exit code Here is the console log with that installation in case it has any differences I do notice both say 'Java checker returned some invalid data we don't understand:' followed by 'Minecraft might not start properly.' which could be some issues.  
    • Thank you so much! I didnt see it in the log😭😭  
    • So im completely new to modding in general, i have some experience in Behavior packs in minecraft bedrock and i would like to modify entities stats and attributes like in a behavior pack (health, damage, speed, xp drop...). The problem is that i cant find any information online on how to do that, and I have no clue on what to do and where to start. I am currently modding in 1.20.4 with IntelliJ if that helps. My final objective is to buff mobs health and damage (double it for exemple), but since there is no entity file anywhere i don't know how to change it... 😢
    • Hey there, nothing to do with the code, I am just suggesting you use Intelij IDEA. Trust me, it is the best.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.