Java 类net.minecraft.entity.item.EntityArmorStand 实例源码
项目:DecompiledMinecraft
文件:EntitySelectors.java
public boolean apply(Entity p_apply_1_)
{
if (!p_apply_1_.isEntityAlive())
{
return false;
}
else if (!(p_apply_1_ instanceof EntityLivingBase))
{
return false;
}
else
{
EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
}
}
项目:DecompiledMinecraft
文件:EntitySelectors.java
public boolean apply(Entity p_apply_1_)
{
if (!p_apply_1_.isEntityAlive())
{
return false;
}
else if (!(p_apply_1_ instanceof EntityLivingBase))
{
return false;
}
else
{
EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
}
}
项目:BaseClient
文件:EntitySelectors.java
public boolean apply(Entity p_apply_1_)
{
if (!p_apply_1_.isEntityAlive())
{
return false;
}
else if (!(p_apply_1_ instanceof EntityLivingBase))
{
return false;
}
else
{
EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
}
}
项目:BaseClient
文件:EntitySelectors.java
public boolean apply(Entity p_apply_1_)
{
if (!p_apply_1_.isEntityAlive())
{
return false;
}
else if (!(p_apply_1_ instanceof EntityLivingBase))
{
return false;
}
else
{
EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
}
}
项目:Backmemed
文件:EntitySelectors.java
public boolean apply(@Nullable Entity p_apply_1_)
{
if (!p_apply_1_.isEntityAlive())
{
return false;
}
else if (!(p_apply_1_ instanceof EntityLivingBase))
{
return false;
}
else
{
EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
return !entitylivingbase.getItemStackFromSlot(EntityLiving.getSlotForItemStack(this.armor)).func_190926_b() ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
}
}
项目:CustomWorldGen
文件:EntitySelectors.java
public boolean apply(@Nullable Entity p_apply_1_)
{
if (!p_apply_1_.isEntityAlive())
{
return false;
}
else if (!(p_apply_1_ instanceof EntityLivingBase))
{
return false;
}
else
{
EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
return entitylivingbase.getItemStackFromSlot(EntityLiving.getSlotForItemStack(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
}
}
项目:BetterWithAddons
文件:ModelSamurai.java
@Override
public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
if(entity instanceof EntityArmorStand) {
// Hack so helmets look right on armor stand
netHeadYaw = 0;
}
headOuter.showModel = slot == EntityEquipmentSlot.HEAD;
body.showModel = slot == EntityEquipmentSlot.CHEST;
armR.showModel = slot == EntityEquipmentSlot.CHEST;
armL.showModel = slot == EntityEquipmentSlot.CHEST;
skirt.showModel = slot == EntityEquipmentSlot.LEGS;
hideLeg(legR,slot);
hideLeg(legL,slot);
bipedHeadwear.showModel = false;
bipedHead = headOuter;
bipedBody = slot == EntityEquipmentSlot.LEGS ? skirt : body;
bipedRightArm = armR;
bipedLeftArm = armL;
bipedRightLeg = legR;
bipedLeftLeg = legL;
super.render(entity,limbSwing,limbSwingAmount,ageInTicks,netHeadYaw,headPitch,scale);
}
项目:runesofwizardry-classics
文件:RuneEntityRebirth.java
@Override
public boolean handleEntityCollision(World worldIn, BlockPos pos,IBlockState state, Entity entityIn) {
if(!worldIn.isRemote){
if((entityIn instanceof EntityLivingBase) && !(entityIn instanceof EntityPlayer)&&!(entityIn instanceof EntityArmorStand)){
ResourceLocation entID = EntityList.getKey(entityIn);
//check if a spawn egg exists TODO also config blacklist?
if(EntityList.ENTITY_EGGS.get(entID)!=null){
ItemStack egg = new ItemStack(Items.SPAWN_EGG);
NBTTagCompound entityTag = new NBTTagCompound();
entityTag.setString("id", entID.toString());
egg.setTagInfo("EntityTag", entityTag);
Utils.spawnItemCentered(worldIn, pos, egg);
this.onPatternBroken();//kill the rune
entityIn.setDead();//kill the entity
}else{
worldIn.getClosestPlayer(pos.getX(),pos.getY(),pos.getZ(), 16, false).sendMessage(new TextComponentTranslation(NO_SPAWN_EGG));
}
}
}
return true;
}
项目:morecommands
文件:TargetSelector.java
/**
* Checks whether the given entity accepts an item for a certain slot
*
* @param entity the entity
* @param slot the slot to check
* @param stack the item to check
* @return whether the entity accepts that item for the slot
*/
private static boolean acceptStack(Entity entity, EntityEquipmentSlot slot, ItemStack stack) {
if (entity instanceof EntityArmorStand || entity instanceof EntityLiving) {
if (stack != ItemStack.EMPTY && !EntityLiving.isItemStackInSlot(slot, stack) && slot != EntityEquipmentSlot.HEAD) return false;
else return true;
}
else if (entity instanceof EntityPlayer) {
if (slot.getSlotType() == EntityEquipmentSlot.Type.ARMOR && stack != ItemStack.EMPTY && stack.getItem() != null) {
if (!(stack.getItem() instanceof ItemArmor) && !(stack.getItem() instanceof ItemElytra)) {
if (slot != EntityEquipmentSlot.HEAD) return false;
else return true;
}
else if (EntityLiving.getSlotForItemStack(stack) != slot) return false;
else return true;
}
else return true;
}
else return true;
}
项目:Cyclic
文件:PlayerAbilitiesModule.java
@SubscribeEvent
public void onEntityInteractSpecific(PlayerInteractEvent.EntityInteractSpecific event) {
if (armorStandSwap) {
//added for https://www.twitch.tv/darkphan
if (event.getWorld().isRemote) {
return;
} //server side only
if (event.getTarget() == null || event.getTarget() instanceof EntityArmorStand == false) {
return;
}
EntityArmorStand entityStand = (EntityArmorStand) event.getTarget();
EntityPlayer player = event.getEntityPlayer();
if (player.isSneaking() == false) {
return;
} //bc when not sneaking, we do the normal single item version
event.setCanceled(true);//which means we need to now cancel that normal version and do our own
for (EntityEquipmentSlot slot : armorStandEquipment) {
ItemStack itemPlayer = player.getItemStackFromSlot(slot);
ItemStack itemArmorstand = entityStand.getItemStackFromSlot(slot);
player.setItemStackToSlot(slot, itemArmorstand);
entityStand.setItemStackToSlot(slot, itemPlayer);
}
}
}
项目:Bookshelf
文件:ModelArmorExtended.java
@Override
public void render (Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float partialTicks) {
this.addModelParts();
GlStateManager.pushMatrix();
// Fix for armor stands being annoying
if (entity instanceof EntityArmorStand) {
netHeadYaw = 0;
GlStateManager.translate(0F, 0.15F, 0F);
}
this.syncModel(entity, partialTicks);
super.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, partialTicks);
GlStateManager.popMatrix();
}
项目:DecompiledMinecraft
文件:ModelArmorStand.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
this.bipedRightArm.showModel = entityarmorstand.getShowArms();
this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
float f = (entityarmorstand.getLeftLegRotation().getX() + entityarmorstand.getRightLegRotation().getX()) / 2.0F;
float f1 = (entityarmorstand.getLeftLegRotation().getY() + entityarmorstand.getRightLegRotation().getY()) / 2.0F;
float f2 = (entityarmorstand.getLeftLegRotation().getZ() + entityarmorstand.getRightLegRotation().getZ()) / 2.0F;
this.standBase.rotateAngleX = 0.0F;
this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
this.standBase.rotateAngleZ = 0.0F;
}
}
项目:DecompiledMinecraft
文件:ModelArmorStandArmor.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
}
}
项目:BaseClient
文件:ModelArmorStand.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
this.bipedRightArm.showModel = entityarmorstand.getShowArms();
this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
float f = (entityarmorstand.getLeftLegRotation().getX() + entityarmorstand.getRightLegRotation().getX()) / 2.0F;
float f1 = (entityarmorstand.getLeftLegRotation().getY() + entityarmorstand.getRightLegRotation().getY()) / 2.0F;
float f2 = (entityarmorstand.getLeftLegRotation().getZ() + entityarmorstand.getRightLegRotation().getZ()) / 2.0F;
this.standBase.rotateAngleX = 0.0F;
this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
this.standBase.rotateAngleZ = 0.0F;
}
}
项目:BaseClient
文件:ModelArmorStandArmor.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
}
}
项目:BaseClient
文件:ModelArmorStand.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
this.bipedRightArm.showModel = entityarmorstand.getShowArms();
this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
float f = (entityarmorstand.getLeftLegRotation().getX() + entityarmorstand.getRightLegRotation().getX()) / 2.0F;
float f1 = (entityarmorstand.getLeftLegRotation().getY() + entityarmorstand.getRightLegRotation().getY()) / 2.0F;
float f2 = (entityarmorstand.getLeftLegRotation().getZ() + entityarmorstand.getRightLegRotation().getZ()) / 2.0F;
this.standBase.rotateAngleX = 0.0F;
this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
this.standBase.rotateAngleZ = 0.0F;
}
}
项目:BaseClient
文件:ModelArmorStandArmor.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
}
}
项目:Backmemed
文件:RenderArmorStand.java
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
float f = (float)(entityLiving.world.getTotalWorldTime() - entityLiving.punchCooldown) + partialTicks;
if (f < 5.0F)
{
GlStateManager.rotate(MathHelper.sin(f / 1.5F * (float)Math.PI) * 3.0F, 0.0F, 1.0F, 0.0F);
}
}
项目:Backmemed
文件:RenderArmorStand.java
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.hasMarker())
{
this.renderMarker = true;
}
super.doRender(entity, x, y, z, entityYaw, partialTicks);
if (entity.hasMarker())
{
this.renderMarker = false;
}
}
项目:Backmemed
文件:ModelArmorStand.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
this.bipedRightArm.showModel = entityarmorstand.getShowArms();
this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standBase.rotateAngleX = 0.0F;
this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
this.standBase.rotateAngleZ = 0.0F;
}
}
项目:Backmemed
文件:ModelArmorStandArmor.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
}
}
项目:CustomWorldGen
文件:RenderArmorStand.java
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
float f = (float)(entityLiving.worldObj.getTotalWorldTime() - entityLiving.punchCooldown) + partialTicks;
if (f < 5.0F)
{
GlStateManager.rotate(MathHelper.sin(f / 1.5F * (float)Math.PI) * 3.0F, 0.0F, 1.0F, 0.0F);
}
}
项目:CustomWorldGen
文件:RenderArmorStand.java
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.hasMarker())
{
this.renderMarker = true;
}
super.doRender(entity, x, y, z, entityYaw, partialTicks);
if (entity.hasMarker())
{
this.renderMarker = false;
}
}
项目:CustomWorldGen
文件:ModelArmorStand.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
this.bipedRightArm.showModel = entityarmorstand.getShowArms();
this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standBase.rotateAngleX = 0.0F;
this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
this.standBase.rotateAngleZ = 0.0F;
}
}
项目:CustomWorldGen
文件:ModelArmorStandArmor.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
}
}
项目:Possessed
文件:ItemPossessiveHelmet.java
@Override
@SideOnly(Side.CLIENT)
public ModelBiped getArmorModel(EntityLivingBase entity, ItemStack stack, EntityEquipmentSlot armorSlot, ModelBiped defaultModel) {
if (entity instanceof EntityArmorStand) {
GlStateManager.rotate(entity.rotationYaw, 0.0F, 1.0F, 0.0F);
}
return ClientProxy.HAT_MODEL;
}
项目:ToroQuest
文件:VillageHandlerBarracks.java
@Override
protected boolean specialBlockHandling(World world, String c, int x, int y, int z) {
if (!c.equals("xx")) {
return false;
}
setBlockState(world, Blocks.AIR.getDefaultState(), x, y, z, boundingBox);
int j = this.getXWithOffset(x, z);
int k = this.getYWithOffset(y);
int l = this.getZWithOffset(x, z);
/*
* if (!structurebb.isVecInside(new BlockPos(j, k, l))) { return; }
*/
EntityArmorStand stand = new EntityArmorStand(world);
stand.setLocationAndAngles((double) j + 0.5D, (double) k, (double) l + 0.5D, 90F, 0.0F);
world.spawnEntity(stand);
List<String> entities = new ArrayList<String>();
entities.add(ToroQuest.MODID + ":" + EntityGuard.NAME);
specialHandlingForSpawner(world, "xx", c, x, y, z, entities);
return true;
}
项目:TMT-Refraction
文件:ModelReflectiveArmorHolder.java
@Override
public void render(@Nonnull Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
if (entity instanceof EntityArmorStand) {
// Hack so helmets look right on armor stand
netHeadYaw = 0;
}
helm.showModel = slot == EntityEquipmentSlot.HEAD;
body.showModel = slot == EntityEquipmentSlot.CHEST;
armR.showModel = slot == EntityEquipmentSlot.CHEST;
armL.showModel = slot == EntityEquipmentSlot.CHEST;
legR.showModel = slot == EntityEquipmentSlot.LEGS;
legL.showModel = slot == EntityEquipmentSlot.LEGS;
bootL.showModel = slot == EntityEquipmentSlot.FEET;
bootR.showModel = slot == EntityEquipmentSlot.FEET;
bipedHeadwear.showModel = false;
bipedHead = helm;
bipedBody = body;
bipedRightArm = armR;
bipedLeftArm = armL;
if (slot == EntityEquipmentSlot.LEGS) {
bipedRightLeg = legR;
bipedLeftLeg = legL;
} else {
bipedRightLeg = bootR;
bipedLeftLeg = bootL;
}
super.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
}
项目:ExpandedRailsMod
文件:RenderArmorStand.java
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
float f = (float)(entityLiving.worldObj.getTotalWorldTime() - entityLiving.punchCooldown) + partialTicks;
if (f < 5.0F)
{
GlStateManager.rotate(MathHelper.sin(f / 1.5F * (float)Math.PI) * 3.0F, 0.0F, 1.0F, 0.0F);
}
}
项目:ExpandedRailsMod
文件:RenderArmorStand.java
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.hasMarker())
{
this.renderMarker = true;
}
super.doRender(entity, x, y, z, entityYaw, partialTicks);
if (entity.hasMarker())
{
this.renderMarker = false;
}
}
项目:ExpandedRailsMod
文件:ModelArmorStand.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
this.bipedRightArm.showModel = entityarmorstand.getShowArms();
this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.standBase.rotateAngleX = 0.0F;
this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
this.standBase.rotateAngleZ = 0.0F;
}
}
项目:ExpandedRailsMod
文件:ModelArmorStandArmor.java
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(this.bipedHead, this.bipedHeadwear);
}
}
项目:AbyssalCraft
文件:ModelDreadiumSamuraiArmor.java
@Override
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
if (entityIn instanceof EntityArmorStand)
{
EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
copyModelAngles(bipedHead, bipedHeadwear);
} else super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
}
项目:DecompiledMinecraft
文件:ItemArmorStand.java
/**
* Called when a Block is right-clicked with this Item
*/
public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
{
if (side == EnumFacing.DOWN)
{
return false;
}
else
{
boolean flag = worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
BlockPos blockpos = flag ? pos : pos.offset(side);
if (!playerIn.canPlayerEdit(blockpos, side, stack))
{
return false;
}
else
{
BlockPos blockpos1 = blockpos.up();
boolean flag1 = !worldIn.isAirBlock(blockpos) && !worldIn.getBlockState(blockpos).getBlock().isReplaceable(worldIn, blockpos);
flag1 = flag1 | (!worldIn.isAirBlock(blockpos1) && !worldIn.getBlockState(blockpos1).getBlock().isReplaceable(worldIn, blockpos1));
if (flag1)
{
return false;
}
else
{
double d0 = (double)blockpos.getX();
double d1 = (double)blockpos.getY();
double d2 = (double)blockpos.getZ();
List<Entity> list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, AxisAlignedBB.fromBounds(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));
if (list.size() > 0)
{
return false;
}
else
{
if (!worldIn.isRemote)
{
worldIn.setBlockToAir(blockpos);
worldIn.setBlockToAir(blockpos1);
EntityArmorStand entityarmorstand = new EntityArmorStand(worldIn, d0 + 0.5D, d1, d2 + 0.5D);
float f = (float)MathHelper.floor_float((MathHelper.wrapAngleTo180_float(playerIn.rotationYaw - 180.0F) + 22.5F) / 45.0F) * 45.0F;
entityarmorstand.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
this.applyRandomRotations(entityarmorstand, worldIn.rand);
NBTTagCompound nbttagcompound = stack.getTagCompound();
if (nbttagcompound != null && nbttagcompound.hasKey("EntityTag", 10))
{
NBTTagCompound nbttagcompound1 = new NBTTagCompound();
entityarmorstand.writeToNBTOptional(nbttagcompound1);
nbttagcompound1.merge(nbttagcompound.getCompoundTag("EntityTag"));
entityarmorstand.readFromNBT(nbttagcompound1);
}
worldIn.spawnEntityInWorld(entityarmorstand);
}
--stack.stackSize;
return true;
}
}
}
}
}
项目:DecompiledMinecraft
文件:ItemArmorStand.java
/**
* Called when a Block is right-clicked with this Item
*/
public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
{
if (side == EnumFacing.DOWN)
{
return false;
}
else
{
boolean flag = worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
BlockPos blockpos = flag ? pos : pos.offset(side);
if (!playerIn.canPlayerEdit(blockpos, side, stack))
{
return false;
}
else
{
BlockPos blockpos1 = blockpos.up();
boolean flag1 = !worldIn.isAirBlock(blockpos) && !worldIn.getBlockState(blockpos).getBlock().isReplaceable(worldIn, blockpos);
flag1 = flag1 | (!worldIn.isAirBlock(blockpos1) && !worldIn.getBlockState(blockpos1).getBlock().isReplaceable(worldIn, blockpos1));
if (flag1)
{
return false;
}
else
{
double d0 = (double)blockpos.getX();
double d1 = (double)blockpos.getY();
double d2 = (double)blockpos.getZ();
List<Entity> list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, AxisAlignedBB.fromBounds(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));
if (list.size() > 0)
{
return false;
}
else
{
if (!worldIn.isRemote)
{
worldIn.setBlockToAir(blockpos);
worldIn.setBlockToAir(blockpos1);
EntityArmorStand entityarmorstand = new EntityArmorStand(worldIn, d0 + 0.5D, d1, d2 + 0.5D);
float f = (float)MathHelper.floor_float((MathHelper.wrapAngleTo180_float(playerIn.rotationYaw - 180.0F) + 22.5F) / 45.0F) * 45.0F;
entityarmorstand.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
this.applyRandomRotations(entityarmorstand, worldIn.rand);
NBTTagCompound nbttagcompound = stack.getTagCompound();
if (nbttagcompound != null && nbttagcompound.hasKey("EntityTag", 10))
{
NBTTagCompound nbttagcompound1 = new NBTTagCompound();
entityarmorstand.writeToNBTOptional(nbttagcompound1);
nbttagcompound1.merge(nbttagcompound.getCompoundTag("EntityTag"));
entityarmorstand.readFromNBT(nbttagcompound1);
}
worldIn.spawnEntityInWorld(entityarmorstand);
}
--stack.stackSize;
return true;
}
}
}
}
}
项目:DecompiledMinecraft
文件:RenderManager.java
public RenderManager(TextureManager renderEngineIn, RenderItem itemRendererIn)
{
this.renderEngine = renderEngineIn;
this.entityRenderMap.put(EntityCaveSpider.class, new RenderCaveSpider(this));
this.entityRenderMap.put(EntitySpider.class, new RenderSpider(this));
this.entityRenderMap.put(EntityPig.class, new RenderPig(this, new ModelPig(), 0.7F));
this.entityRenderMap.put(EntitySheep.class, new RenderSheep(this, new ModelSheep2(), 0.7F));
this.entityRenderMap.put(EntityCow.class, new RenderCow(this, new ModelCow(), 0.7F));
this.entityRenderMap.put(EntityMooshroom.class, new RenderMooshroom(this, new ModelCow(), 0.7F));
this.entityRenderMap.put(EntityWolf.class, new RenderWolf(this, new ModelWolf(), 0.5F));
this.entityRenderMap.put(EntityChicken.class, new RenderChicken(this, new ModelChicken(), 0.3F));
this.entityRenderMap.put(EntityOcelot.class, new RenderOcelot(this, new ModelOcelot(), 0.4F));
this.entityRenderMap.put(EntityRabbit.class, new RenderRabbit(this, new ModelRabbit(), 0.3F));
this.entityRenderMap.put(EntitySilverfish.class, new RenderSilverfish(this));
this.entityRenderMap.put(EntityEndermite.class, new RenderEndermite(this));
this.entityRenderMap.put(EntityCreeper.class, new RenderCreeper(this));
this.entityRenderMap.put(EntityEnderman.class, new RenderEnderman(this));
this.entityRenderMap.put(EntitySnowman.class, new RenderSnowMan(this));
this.entityRenderMap.put(EntitySkeleton.class, new RenderSkeleton(this));
this.entityRenderMap.put(EntityWitch.class, new RenderWitch(this));
this.entityRenderMap.put(EntityBlaze.class, new RenderBlaze(this));
this.entityRenderMap.put(EntityPigZombie.class, new RenderPigZombie(this));
this.entityRenderMap.put(EntityZombie.class, new RenderZombie(this));
this.entityRenderMap.put(EntitySlime.class, new RenderSlime(this, new ModelSlime(16), 0.25F));
this.entityRenderMap.put(EntityMagmaCube.class, new RenderMagmaCube(this));
this.entityRenderMap.put(EntityGiantZombie.class, new RenderGiantZombie(this, new ModelZombie(), 0.5F, 6.0F));
this.entityRenderMap.put(EntityGhast.class, new RenderGhast(this));
this.entityRenderMap.put(EntitySquid.class, new RenderSquid(this, new ModelSquid(), 0.7F));
this.entityRenderMap.put(EntityVillager.class, new RenderVillager(this));
this.entityRenderMap.put(EntityIronGolem.class, new RenderIronGolem(this));
this.entityRenderMap.put(EntityBat.class, new RenderBat(this));
this.entityRenderMap.put(EntityGuardian.class, new RenderGuardian(this));
this.entityRenderMap.put(EntityDragon.class, new RenderDragon(this));
this.entityRenderMap.put(EntityEnderCrystal.class, new RenderEnderCrystal(this));
this.entityRenderMap.put(EntityWither.class, new RenderWither(this));
this.entityRenderMap.put(Entity.class, new RenderEntity(this));
this.entityRenderMap.put(EntityPainting.class, new RenderPainting(this));
this.entityRenderMap.put(EntityItemFrame.class, new RenderItemFrame(this, itemRendererIn));
this.entityRenderMap.put(EntityLeashKnot.class, new RenderLeashKnot(this));
this.entityRenderMap.put(EntityArrow.class, new RenderArrow(this));
this.entityRenderMap.put(EntitySnowball.class, new RenderSnowball(this, Items.snowball, itemRendererIn));
this.entityRenderMap.put(EntityEnderPearl.class, new RenderSnowball(this, Items.ender_pearl, itemRendererIn));
this.entityRenderMap.put(EntityEnderEye.class, new RenderSnowball(this, Items.ender_eye, itemRendererIn));
this.entityRenderMap.put(EntityEgg.class, new RenderSnowball(this, Items.egg, itemRendererIn));
this.entityRenderMap.put(EntityPotion.class, new RenderPotion(this, itemRendererIn));
this.entityRenderMap.put(EntityExpBottle.class, new RenderSnowball(this, Items.experience_bottle, itemRendererIn));
this.entityRenderMap.put(EntityFireworkRocket.class, new RenderSnowball(this, Items.fireworks, itemRendererIn));
this.entityRenderMap.put(EntityLargeFireball.class, new RenderFireball(this, 2.0F));
this.entityRenderMap.put(EntitySmallFireball.class, new RenderFireball(this, 0.5F));
this.entityRenderMap.put(EntityWitherSkull.class, new RenderWitherSkull(this));
this.entityRenderMap.put(EntityItem.class, new RenderEntityItem(this, itemRendererIn));
this.entityRenderMap.put(EntityXPOrb.class, new RenderXPOrb(this));
this.entityRenderMap.put(EntityTNTPrimed.class, new RenderTNTPrimed(this));
this.entityRenderMap.put(EntityFallingBlock.class, new RenderFallingBlock(this));
this.entityRenderMap.put(EntityArmorStand.class, new ArmorStandRenderer(this));
this.entityRenderMap.put(EntityMinecartTNT.class, new RenderTntMinecart(this));
this.entityRenderMap.put(EntityMinecartMobSpawner.class, new RenderMinecartMobSpawner(this));
this.entityRenderMap.put(EntityMinecart.class, new RenderMinecart(this));
this.entityRenderMap.put(EntityBoat.class, new RenderBoat(this));
this.entityRenderMap.put(EntityFishHook.class, new RenderFish(this));
this.entityRenderMap.put(EntityHorse.class, new RenderHorse(this, new ModelHorse(), 0.75F));
this.entityRenderMap.put(EntityLightningBolt.class, new RenderLightningBolt(this));
this.playerRenderer = new RenderPlayer(this);
this.skinMap.put("default", this.playerRenderer);
this.skinMap.put("slim", new RenderPlayer(this, true));
}
项目:DecompiledMinecraft
文件:ArmorStandRenderer.java
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntityArmorStand entity)
{
return TEXTURE_ARMOR_STAND;
}
项目:DecompiledMinecraft
文件:ArmorStandRenderer.java
protected void rotateCorpse(EntityArmorStand bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
}
项目:DecompiledMinecraft
文件:ArmorStandRenderer.java
protected boolean canRenderName(EntityArmorStand entity)
{
return entity.getAlwaysRenderNameTag();
}
项目:BaseClient
文件:ItemArmorStand.java
/**
* Called when a Block is right-clicked with this Item
*/
public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
{
if (side == EnumFacing.DOWN)
{
return false;
}
else
{
boolean flag = worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
BlockPos blockpos = flag ? pos : pos.offset(side);
if (!playerIn.canPlayerEdit(blockpos, side, stack))
{
return false;
}
else
{
BlockPos blockpos1 = blockpos.up();
boolean flag1 = !worldIn.isAirBlock(blockpos) && !worldIn.getBlockState(blockpos).getBlock().isReplaceable(worldIn, blockpos);
flag1 = flag1 | (!worldIn.isAirBlock(blockpos1) && !worldIn.getBlockState(blockpos1).getBlock().isReplaceable(worldIn, blockpos1));
if (flag1)
{
return false;
}
else
{
double d0 = (double)blockpos.getX();
double d1 = (double)blockpos.getY();
double d2 = (double)blockpos.getZ();
List<Entity> list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, AxisAlignedBB.fromBounds(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));
if (list.size() > 0)
{
return false;
}
else
{
if (!worldIn.isRemote)
{
worldIn.setBlockToAir(blockpos);
worldIn.setBlockToAir(blockpos1);
EntityArmorStand entityarmorstand = new EntityArmorStand(worldIn, d0 + 0.5D, d1, d2 + 0.5D);
float f = (float)MathHelper.floor_float((MathHelper.wrapAngleTo180_float(playerIn.rotationYaw - 180.0F) + 22.5F) / 45.0F) * 45.0F;
entityarmorstand.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
this.applyRandomRotations(entityarmorstand, worldIn.rand);
NBTTagCompound nbttagcompound = stack.getTagCompound();
if (nbttagcompound != null && nbttagcompound.hasKey("EntityTag", 10))
{
NBTTagCompound nbttagcompound1 = new NBTTagCompound();
entityarmorstand.writeToNBTOptional(nbttagcompound1);
nbttagcompound1.merge(nbttagcompound.getCompoundTag("EntityTag"));
entityarmorstand.readFromNBT(nbttagcompound1);
}
worldIn.spawnEntityInWorld(entityarmorstand);
}
--stack.stackSize;
return true;
}
}
}
}
}