/// <summary>
        /// Set the specified armor model as the player model. Args: player, armorSlot, partialTick
        /// </summary>
        protected virtual int SetArmorModel(EntityPlayer par1EntityPlayer, int par2, float par3)
        {
            ItemStack itemstack = par1EntityPlayer.Inventory.ArmorItemInSlot(3 - par2);

            if (itemstack != null)
            {
                Item item = itemstack.GetItem();

                if (item is ItemArmor)
                {
                    ItemArmor itemarmor = (ItemArmor)item;
                    LoadTexture((new StringBuilder()).Append("/armor/").Append(ArmorFilenamePrefix[itemarmor.RenderIndex]).Append("_").Append(par2 != 2 ? 1 : 2).Append(".png").ToString());
                    ModelBiped modelbiped = par2 != 2 ? ModelArmorChestplate : ModelArmor;
                    modelbiped.BipedHead.ShowModel     = par2 == 0;
                    modelbiped.BipedHeadwear.ShowModel = par2 == 0;
                    modelbiped.BipedBody.ShowModel     = par2 == 1 || par2 == 2;
                    modelbiped.BipedRightArm.ShowModel = par2 == 1;
                    modelbiped.BipedLeftArm.ShowModel  = par2 == 1;
                    modelbiped.BipedRightLeg.ShowModel = par2 == 2 || par2 == 3;
                    modelbiped.BipedLeftLeg.ShowModel  = par2 == 2 || par2 == 3;
                    SetRenderPassModel(modelbiped);
                    return(!itemstack.IsItemEnchanted() ? 1 : 15);
                }
            }

            return(-1);
        }
예제 #2
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 /// <summary>
 /// Return an item rarity from EnumRarity
 /// </summary>
 public virtual Rarity GetRarity(ItemStack par1ItemStack)
 {
     if (par1ItemStack.IsItemEnchanted())
     {
         return(Rarity.Rare);
     }
     else
     {
         return(Rarity.Common);
     }
 }
예제 #3
0
 public virtual bool HasEffect(ItemStack par1ItemStack)
 {
     return(par1ItemStack.IsItemEnchanted());
 }