public class RenderBiped extends RenderLiving
| Modifier and Type | Field and Description |
|---|---|
static String[] |
bipedArmorFilenamePrefix
List of armor texture filenames.
|
NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK| Constructor and Description |
|---|
RenderBiped(ModelBiped par1ModelBiped,
float par2) |
RenderBiped(ModelBiped par1ModelBiped,
float par2,
float par3) |
| Modifier and Type | Method and Description |
|---|---|
void |
doRender(Entity par1Entity,
double par2,
double par4,
double par6,
float par8,
float par9)
Actually renders the given argument.
|
void |
doRenderLiving(EntityLiving par1,
double par2,
double par4,
double par6,
float par8,
float par9) |
static ResourceLocation |
func_110857_a(ItemArmor par0ItemArmor,
int par1)
Deprecated.
|
static ResourceLocation |
func_110858_a(ItemArmor par0ItemArmor,
int par1,
String par2Str)
Deprecated.
|
static ResourceLocation |
getArmorResource(Entity entity,
ItemStack stack,
int slot,
String type)
More generic ForgeHook version of the above function, it allows for Items to have more control over what texture they provide.
|
void |
renderPlayer(EntityLivingBase par1,
double par2,
double par4,
double par6,
float par8,
float par9) |
doRenderLiving, setRenderPassModeldoRenderShadowAndFire, getFontRendererFromRenderManager, renderAABB, renderOffsetAABB, setRenderManager, updateIconspublic static String[] bipedArmorFilenamePrefix
public RenderBiped(ModelBiped par1ModelBiped, float par2)
public RenderBiped(ModelBiped par1ModelBiped, float par2, float par3)
@Deprecated public static ResourceLocation func_110857_a(ItemArmor par0ItemArmor, int par1)
@Deprecated public static ResourceLocation func_110858_a(ItemArmor par0ItemArmor, int par1, String par2Str)
public static ResourceLocation getArmorResource(Entity entity, ItemStack stack, int slot, String type)
entity - Entity wearing the armorstack - ItemStack for the armorslot - Slot ID that the item is intype - Subtype, can be null or "overlay"public void doRenderLiving(EntityLiving par1, double par2, double par4, double par6, float par8, float par9)
doRenderLiving in class RenderLivingpublic void renderPlayer(EntityLivingBase par1, double par2, double par4, double par6, float par8, float par9)
renderPlayer in class RenderLivingpublic void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
doRender in class RenderLiving