Fix skeleton bow aiming (and maybe other mobs)

This commit is contained in:
Matthew Messinger 2016-05-20 13:49:32 -04:00
parent 379388bb3f
commit 0ee3250930
2 changed files with 41 additions and 6 deletions

View file

@ -110,9 +110,7 @@ public class ModelSkeletonPony extends ModelPlayerPony {
this.unicornArmLeft.rotateAngleX += MathHelper.sin(tick * 0.067F) * 0.1F; this.unicornArmLeft.rotateAngleX += MathHelper.sin(tick * 0.067F) * 0.1F;
} }
} }
if (this.leftArmPose == ArmPose.BOW_AND_ARROW || this.rightArmPose == ArmPose.BOW_AND_ARROW) { this.aimBow(this.leftArmPose, this.rightArmPose, tick);
this.aimBow(this.leftArmPose, this.rightArmPose, tick);
}
} }
@Override @Override

View file

@ -15,7 +15,9 @@ import net.minecraft.client.model.ModelBiped.ArmPose;
import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLiving;
import net.minecraft.item.EnumAction;
import net.minecraft.item.ItemStack; import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHandSide;
public abstract class RenderPonyMob<T extends EntityLiving> extends RenderLiving<T> implements IRenderPony { public abstract class RenderPonyMob<T extends EntityLiving> extends RenderLiving<T> implements IRenderPony {
@ -44,10 +46,45 @@ public abstract class RenderPonyMob<T extends EntityLiving> extends RenderLiving
} }
@Override @Override
protected void preRenderCallback(T entitylivingbaseIn, float partialTickTime) { protected void preRenderCallback(T entity, float partialTickTime) {
ItemStack main = entity.getHeldItemMainhand();
ItemStack off = entity.getHeldItemOffhand();
ArmPose mainPose = ArmPose.EMPTY;
ArmPose offPose = ArmPose.EMPTY;
ItemStack heldItem = entitylivingbaseIn.getHeldItemMainhand(); if (main != null) {
this.playerModel.getModel().rightArmPose = heldItem == null ? ArmPose.EMPTY : ArmPose.ITEM; mainPose = ArmPose.ITEM;
if (entity.getItemInUseCount() > 0) {
EnumAction action = main.getItemUseAction();
if (action == EnumAction.BLOCK) {
mainPose = ArmPose.BLOCK;
} else if (action == EnumAction.BOW) {
mainPose = ArmPose.BOW_AND_ARROW;
}
}
}
if (off != null) {
offPose = ArmPose.ITEM;
if (entity.getItemInUseCount() > 0) {
EnumAction action = off.getItemUseAction();
if (action == EnumAction.BLOCK) {
offPose = ArmPose.BLOCK;
}
}
}
if (entity.getPrimaryHand() == EnumHandSide.RIGHT) {
this.playerModel.getModel().rightArmPose = mainPose;
this.playerModel.getModel().leftArmPose = offPose;
} else {
this.playerModel.getModel().rightArmPose = offPose;
this.playerModel.getModel().leftArmPose = mainPose;
}
this.playerModel.getModel().isSneak = false; this.playerModel.getModel().isSneak = false;
this.playerModel.getModel().isFlying = false; this.playerModel.getModel().isFlying = false;