/// <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); }
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(); }
/// <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); }
/// <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); }
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); }
protected override void RotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4) { Func_21007_a((EntitySquid)par1EntityLiving, par2, par3, par4); }
/// <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)); }
/// <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); }
/// <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; } }
public EntityAILookIdle(EntityLiving par1EntityLiving) { IdleTime = 0; IdleEntity = par1EntityLiving; SetMutexBits(3); }
/// <summary> /// Resets the task /// </summary> public override void ResetTask() { AttackTarget = null; }
/// <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); }
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); }
/// <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); }