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When putting a bangle on an armour stand make sure the armour stand has an arm to hold it
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1 changed files with 11 additions and 1 deletions
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@ -18,6 +18,7 @@ import net.minecraft.client.render.item.ItemRenderer;
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import net.minecraft.client.util.math.MatrixStack;
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import net.minecraft.entity.EquipmentSlot;
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import net.minecraft.entity.LivingEntity;
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import net.minecraft.entity.decoration.ArmorStandEntity;
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import net.minecraft.item.DyeableItem;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.Arm;
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@ -42,7 +43,7 @@ public class BraceletFeatureRenderer<
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ItemStack item = entity.getEquippedStack(EquipmentSlot.CHEST);
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if (item.getItem() instanceof FriendshipBraceletItem) {
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VertexConsumer consumer = ItemRenderer.getArmorGlintConsumer(renderContext, RenderLayer.getArmorCutoutNoCull(TEXTURE), false, false);
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int j = ((DyeableItem)item.getItem()).getColor(item);
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@ -50,6 +51,15 @@ public class BraceletFeatureRenderer<
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BraceletModel model = alex ? alexModel : steveModel;
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if (entity instanceof ArmorStandEntity) {
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ModelPart arm = entity.getMainArm() == Arm.LEFT ? getContextModel().leftArm : getContextModel().rightArm;
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arm.visible = true;
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VertexConsumer consumer = renderContext.getBuffer(getContextModel().getLayer(getTexture(entity)));
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arm.render(stack, consumer, lightUv, OverlayTexture.DEFAULT_UV, 1, 1, 1, 1);
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}
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VertexConsumer consumer = ItemRenderer.getArmorGlintConsumer(renderContext, RenderLayer.getArmorCutoutNoCull(TEXTURE), false, false);
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model.setAngles(getContextModel());
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model.setVisible(entity.getMainArm());
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model.render(stack, consumer, ((GlowableItem)item.getItem()).isGlowing(item) ? 0x0F00F0 : lightUv, OverlayTexture.DEFAULT_UV, Color.r(j), Color.g(j), Color.b(j), 1);
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