Ejemplo n.º 1
0
        /// <summary>
        /// Called when the block is placed in the world.
        /// </summary>
        public override void OnBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
        {
            int i = ((MathHelper2.Floor_double((double)((par5EntityLiving.RotationYaw * 4F) / 360F) + 0.5D) & 3) + 2) % 4;

            par1World.SetBlockMetadataWithNotify(par2, par3, par4, i);
        }
 public override void DoRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
 {
     DoRenderEnderman((EntityEnderman)par1EntityLiving, par2, par4, par6, par8, par9);
 }
 /// <summary>
 /// Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
 /// entityLiving, partialTickTime
 /// </summary>
 protected override void PreRenderCallback(EntityLiving par1EntityLiving, float par2)
 {
     Func_4014_a((EntityGhast)par1EntityLiving, par2);
 }
Ejemplo n.º 4
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 public override void DoRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
 {
     DoRenderVillager((EntityVillager)par1EntityLiving, par2, par4, par6, par8, par9);
 }
 /// <summary>
 /// Resets the task
 /// </summary>
 public override void ResetTask()
 {
     EntityTarget = null;
     Attacker.GetNavigator().ClearPathEntity();
 }
Ejemplo n.º 6
0
 /// <summary>
 /// Passes the specialRender and renders it
 /// </summary>
 protected override void PassSpecialRender(EntityLiving par1EntityLiving, double par2, double par4, double par6)
 {
     Func_40290_a((EntityVillager)par1EntityLiving, par2, par4, par6);
 }
Ejemplo n.º 7
0
 /// <summary>
 /// Queries whether should render the specified pass or not.
 /// </summary>
 protected override int ShouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
 {
     return(Func_40293_a((EntityVillager)par1EntityLiving, par2, par3));
 }
 protected override void RotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
 {
     Func_48420_a((EntityIronGolem)par1EntityLiving, par2, par3, par4);
 }
 public override void DoRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
 {
     Func_48421_a((EntityIronGolem)par1EntityLiving, par2, par4, par6, par8, par9);
 }
Ejemplo n.º 10
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 public override void DoRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
 {
     Func_21008_a((EntitySquid)par1EntityLiving, par2, par4, par6, par8, par9);
 }
 protected override void RenderEquippedItems(EntityLiving par1EntityLiving, float par2)
 {
     Func_48419_a((EntityIronGolem)par1EntityLiving, par2);
 }
Ejemplo n.º 12
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 protected override void RotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
 {
     Func_21007_a((EntitySquid)par1EntityLiving, par2, par3, par4);
 }
Ejemplo n.º 13
0
 /// <summary>
 /// Defines what float the third param in setRotationAngles of ModelBase is
 /// </summary>
 protected override float HandleRotationFloat(EntityLiving par1EntityLiving, float par2)
 {
     return(HandleRotationFloat((EntitySquid)par1EntityLiving, par2));
 }
Ejemplo n.º 14
0
 /// <summary>
 /// Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
 /// entityLiving, partialTickTime
 /// </summary>
 protected override void PreRenderCallback(EntityLiving par1EntityLiving, float par2)
 {
     Func_21005_a((EntitySquid)par1EntityLiving, par2);
 }
 /// <summary>
 /// Sets a simple glTranslate on a LivingEntity.
 /// </summary>
 protected override void RenderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
 {
     RenderPlayerSleep((EntityPlayer)par1EntityLiving, par2, par4, par6);
 }
Ejemplo n.º 16
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        /// <summary>
        /// Used for easily adding entity-dependent animations. The second and third float params here are the same second
        /// and third as in the setRotationAngles method.
        /// </summary>
        public override void SetLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
        {
            EntityOcelot entityocelot = (EntityOcelot)par1EntityLiving;

            Field_48226_n.RotationPointY = 12F;
            Field_48226_n.RotationPointZ = -10F;
            Field_48220_g.RotationPointY = 15F;
            Field_48220_g.RotationPointZ = -9F;
            Field_48222_e.RotationPointY = 15F;
            Field_48222_e.RotationPointZ = 8F;
            Field_48219_f.RotationPointY = 20F;
            Field_48219_f.RotationPointZ = 14F;
            Field_48224_c.RotationPointY = Field_48221_d.RotationPointY = 13.8F;
            Field_48224_c.RotationPointZ = Field_48221_d.RotationPointZ = -5F;
            Field_48225_a.RotationPointY = Field_48223_b.RotationPointY = 18F;
            Field_48225_a.RotationPointZ = Field_48223_b.RotationPointZ = 5F;
            Field_48222_e.RotateAngleX   = 0.9F;

            if (entityocelot.IsSneaking())
            {
                Field_48226_n.RotationPointY++;
                Field_48220_g.RotationPointY += 2.0F;
                Field_48222_e.RotationPointY++;
                Field_48219_f.RotationPointY += -4F;
                Field_48219_f.RotationPointZ += 2.0F;
                Field_48222_e.RotateAngleX    = ((float)Math.PI / 2F);
                Field_48219_f.RotateAngleX    = ((float)Math.PI / 2F);
                Field_48227_o = 0;
            }
            else if (entityocelot.IsSprinting())
            {
                Field_48219_f.RotationPointY  = Field_48222_e.RotationPointY;
                Field_48219_f.RotationPointZ += 2.0F;
                Field_48222_e.RotateAngleX    = ((float)Math.PI / 2F);
                Field_48219_f.RotateAngleX    = ((float)Math.PI / 2F);
                Field_48227_o = 2;
            }
            else if (entityocelot.IsSitting())
            {
                Field_48226_n.RotateAngleX    = ((float)Math.PI / 4F);
                Field_48226_n.RotationPointY += -4F;
                Field_48226_n.RotationPointZ += 5F;
                Field_48220_g.RotationPointY += -3.3F;
                Field_48220_g.RotationPointZ++;
                Field_48222_e.RotationPointY += 8F;
                Field_48222_e.RotationPointZ += -2F;
                Field_48219_f.RotationPointY += 2.0F;
                Field_48219_f.RotationPointZ += -0.8F;
                Field_48222_e.RotateAngleX    = 1.727876F;
                Field_48219_f.RotateAngleX    = 2.670354F;
                Field_48224_c.RotateAngleX    = Field_48221_d.RotateAngleX = -0.1570796F;
                Field_48224_c.RotationPointY  = Field_48221_d.RotationPointY = 15.8F;
                Field_48224_c.RotationPointZ  = Field_48221_d.RotationPointZ = -7F;
                Field_48225_a.RotateAngleX    = Field_48223_b.RotateAngleX = -((float)Math.PI / 2F);
                Field_48225_a.RotationPointY  = Field_48223_b.RotationPointY = 21F;
                Field_48225_a.RotationPointZ  = Field_48223_b.RotationPointZ = 1.0F;
                Field_48227_o = 3;
            }
            else
            {
                Field_48227_o = 1;
            }
        }
Ejemplo n.º 17
0
 public EntityAILookIdle(EntityLiving par1EntityLiving)
 {
     IdleTime   = 0;
     IdleEntity = par1EntityLiving;
     SetMutexBits(3);
 }
 /// <summary>
 /// Resets the task
 /// </summary>
 public override void ResetTask()
 {
     AttackTarget = null;
 }
Ejemplo n.º 19
0
 /// <summary>
 /// Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
 /// entityLiving, partialTickTime
 /// </summary>
 protected override void PreRenderCallback(EntityLiving par1EntityLiving, float par2)
 {
     Func_40292_b((EntityVillager)par1EntityLiving, par2);
 }
 /// <summary>
 /// Passes the specialRender and renders it
 /// </summary>
 protected override void PassSpecialRender(EntityLiving par1EntityLiving, double par2, double par4, double par6)
 {
     RenderName((EntityPlayer)par1EntityLiving, par2, par4, par6);
 }
Ejemplo n.º 21
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 protected override void RenderEquippedItems(EntityLiving par1EntityLiving, float par2)
 {
     Func_40291_a((EntityVillager)par1EntityLiving, par2);
 }
 /// <summary>
 /// Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
 /// entityLiving, partialTickTime
 /// </summary>
 protected override void PreRenderCallback(EntityLiving par1EntityLiving, float par2)
 {
     RenderPlayerScale((EntityPlayer)par1EntityLiving, par2);
 }
 public EntityAIAttackOnCollide(EntityLiving par1EntityLiving, Type par2Class, float par3, bool par4) : this(par1EntityLiving, par3, par4)
 {
     ClassTarget = par2Class;
 }
 /// <summary>
 /// Queries whether should render the specified pass or not.
 /// </summary>
 protected override int ShouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
 {
     return(SetArmorModel((EntityPlayer)par1EntityLiving, par2, par3));
 }
 protected override void RenderEquippedItems(EntityLiving par1EntityLiving, float par2)
 {
     RenderCarrying((EntityEnderman)par1EntityLiving, par2);
 }
 protected override void RenderEquippedItems(EntityLiving par1EntityLiving, float par2)
 {
     RenderSpecials((EntityPlayer)par1EntityLiving, par2);
 }
 /// <summary>
 /// Queries whether should render the specified pass or not.
 /// </summary>
 protected override int ShouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
 {
     return(RenderEyes((EntityEnderman)par1EntityLiving, par2, par3));
 }
 protected override void RotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
 {
     RotatePlayer((EntityPlayer)par1EntityLiving, par2, par3, par4);
 }
 protected override void RenderEquippedItems(EntityLiving par1EntityLiving, float par2)
 {
     Func_40288_a((EntitySnowman)par1EntityLiving, par2);
 }
Ejemplo n.º 30
0
 /// <summary>
 /// Calculates de (magic) damage done by the enchantment on a living entity based on level and entity passed.
 /// </summary>
 public virtual int CalcModifierLiving(int par1, EntityLiving par2EntityLiving)
 {
     return(0);
 }