/// <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);
        }
 public RenderBiped(ModelBiped par1ModelBiped, float par2) : this(par1ModelBiped, par2, 1.0F)
 {
     ModelBipedMain = par1ModelBiped;
 }
 public RenderPlayer() : base(new ModelBiped(0.0F), 0.5F)
 {
     ModelBipedMain       = (ModelBiped)MainModel;
     ModelArmorChestplate = new ModelBiped(1.0F);
     ModelArmor           = new ModelBiped(0.5F);
 }
 public RenderBiped(ModelBiped par1ModelBiped, float par2, float par3) : base(par1ModelBiped, par2)
 {
     ModelBipedMain = par1ModelBiped;
     Field_40296_d  = par3;
 }