Esempio n. 1
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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 void SetLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
        {
            EntityIronGolem entityirongolem = (EntityIronGolem)par1EntityLiving;
            int             i = entityirongolem.Func_48114_ab();

            if (i > 0)
            {
                Field_48233_c.RotateAngleX = -2F + 1.5F * Func_48228_a((float)i - par4, 10F);
                Field_48230_d.RotateAngleX = -2F + 1.5F * Func_48228_a((float)i - par4, 10F);
            }
            else
            {
                int j = entityirongolem.Func_48117_D_();

                if (j > 0)
                {
                    Field_48233_c.RotateAngleX = -0.8F + 0.025F * Func_48228_a(j, 70F);
                    Field_48230_d.RotateAngleX = 0.0F;
                }
                else
                {
                    Field_48233_c.RotateAngleX = (-0.2F + 1.5F * Func_48228_a(par2, 13F)) * par3;
                    Field_48230_d.RotateAngleX = (-0.2F - 1.5F * Func_48228_a(par2, 13F)) * par3;
                }
            }
        }
        protected virtual void Func_48419_a(EntityIronGolem par1EntityIronGolem, float par2)
        {
            base.RenderEquippedItems(par1EntityIronGolem, par2);

            if (par1EntityIronGolem.Func_48117_D_() == 0)
            {
                return;
            }
            else
            {
                //GL.Enable(EnableCap.RescaleNormal);
                //GL.PushMatrix();
                //GL.Rotate(5F + (180F * Field_48422_c.Field_48233_c.RotateAngleX) / (float)Math.PI, 1.0F, 0.0F, 0.0F);
                //GL.Translate(-0.6875F, 1.25F, -0.9375F);
                //GL.Rotate(90F, 1.0F, 0.0F, 0.0F);
                float f = 0.8F;
                //GL.Scale(f, -f, f);
                int i = par1EntityIronGolem.GetBrightnessForRender(par2);
                int j = i % 0x10000;
                int k = i / 0x10000;
                OpenGlHelper.SetLightmapTextureCoords(OpenGlHelper.LightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
                //GL.Color4(1.0F, 1.0F, 1.0F, 1.0F);
                //GL.Color4(1.0F, 1.0F, 1.0F, 1.0F);
                LoadTexture("/terrain.png");
                RenderBlocks.RenderBlockAsItem(Block.PlantRed, 0, 1.0F);
                //GL.PopMatrix();
                //GL.Disable(EnableCap.RescaleNormal);
                return;
            }
        }
        /// <summary>
        /// Returns whether the EntityAIBase should begin execution.
        /// </summary>
        public override bool ShouldExecute()
        {
            if (TheVillager.GetGrowingAge() >= 0)
            {
                return(false);
            }

            if (!TheVillager.WorldObj.IsDaytime())
            {
                return(false);
            }

            List <Entity> list = TheVillager.WorldObj.GetEntitiesWithinAABB(typeof(net.minecraft.src.EntityIronGolem), TheVillager.BoundingBox.Expand(6, 2, 6));

            if (list.Count == 0)
            {
                return(false);
            }

            IEnumerator <Entity> iterator = list.GetEnumerator();

            do
            {
                if (!iterator.MoveNext())
                {
                    break;
                }

                Entity          entity          = iterator.Current;
                EntityIronGolem entityirongolem = (EntityIronGolem)entity;

                if (entityirongolem.Func_48117_D_() <= 0)
                {
                    continue;
                }

                TheGolem = entityirongolem;
                break;
            }while (true);

            return(TheGolem != null);
        }
 /// <summary>
 /// Returns whether an in-progress EntityAIBase should continue executing
 /// </summary>
 public override bool ContinueExecuting()
 {
     return(TheGolem.Func_48117_D_() > 0);
 }