public class RenderPlayer extends RendererLivingEntity
mainModel, NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK, renderPassModel
renderBlocks, renderManager, shadowOpaque, shadowSize
Constructor and Description |
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RenderPlayer() |
Modifier and Type | Method and Description |
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void |
doRender(Entity par1Entity,
double par2,
double par4,
double par6,
float par8,
float par9)
Actually renders the given argument.
|
void |
doRenderLiving(EntityLivingBase par1EntityLivingBase,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected ResourceLocation |
func_110817_a(AbstractClientPlayer par1AbstractClientPlayer) |
void |
func_130009_a(AbstractClientPlayer par1AbstractClientPlayer,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected void |
func_130220_b(AbstractClientPlayer par1AbstractClientPlayer,
int par2,
float par3) |
protected void |
func_82408_c(EntityLivingBase par1EntityLivingBase,
int par2,
float par3) |
protected void |
func_96449_a(EntityLivingBase par1EntityLivingBase,
double par2,
double par4,
double par6,
java.lang.String par8Str,
float par9,
double par10) |
protected void |
func_96450_a(AbstractClientPlayer par1AbstractClientPlayer,
double par2,
double par4,
double par6,
java.lang.String par8Str,
float par9,
double par10) |
protected ResourceLocation |
getEntityTexture(Entity par1Entity)
Returns the location of an entity's texture.
|
protected void |
preRenderCallback(EntityLivingBase par1EntityLivingBase,
float par2)
Allows the render to do any OpenGL state modifications necessary before the model is rendered.
|
protected void |
renderEquippedItems(EntityLivingBase par1EntityLivingBase,
float par2) |
void |
renderFirstPersonArm(EntityPlayer par1EntityPlayer) |
protected void |
renderLivingAt(EntityLivingBase par1EntityLivingBase,
double par2,
double par4,
double par6)
Sets a simple glTranslate on a LivingEntity.
|
protected void |
renderPlayerScale(AbstractClientPlayer par1AbstractClientPlayer,
float par2) |
protected void |
renderPlayerSleep(AbstractClientPlayer par1AbstractClientPlayer,
double par2,
double par4,
double par6)
Renders player with sleeping offset if sleeping
|
protected void |
renderSpecials(AbstractClientPlayer par1AbstractClientPlayer,
float par2)
Method for adding special render rules
|
protected void |
rotateCorpse(EntityLivingBase par1EntityLivingBase,
float par2,
float par3,
float par4) |
protected void |
rotatePlayer(AbstractClientPlayer par1AbstractClientPlayer,
float par2,
float par3,
float par4)
Rotates the player if the player is sleeping.
|
protected int |
setArmorModel(AbstractClientPlayer par1AbstractClientPlayer,
int par2,
float par3)
Set the specified armor model as the player model.
|
protected int |
shouldRenderPass(EntityLivingBase par1EntityLivingBase,
int par2,
float par3)
Queries whether should render the specified pass or not.
|
func_110813_b, getColorMultiplier, getDeathMaxRotation, handleRotationFloat, inheritRenderPass, passSpecialRender, renderArrowsStuckInEntity, renderLivingLabel, renderModel, renderSwingProgress, setRenderPassModel
bindEntityTexture, bindTexture, doRenderShadowAndFire, getFontRendererFromRenderManager, renderAABB, renderOffsetAABB, setRenderManager, updateIcons
protected int setArmorModel(AbstractClientPlayer par1AbstractClientPlayer, int par2, float par3)
protected void func_130220_b(AbstractClientPlayer par1AbstractClientPlayer, int par2, float par3)
public void func_130009_a(AbstractClientPlayer par1AbstractClientPlayer, double par2, double par4, double par6, float par8, float par9)
protected ResourceLocation func_110817_a(AbstractClientPlayer par1AbstractClientPlayer)
protected void renderSpecials(AbstractClientPlayer par1AbstractClientPlayer, float par2)
protected void renderPlayerScale(AbstractClientPlayer par1AbstractClientPlayer, float par2)
protected void func_96450_a(AbstractClientPlayer par1AbstractClientPlayer, double par2, double par4, double par6, java.lang.String par8Str, float par9, double par10)
public void renderFirstPersonArm(EntityPlayer par1EntityPlayer)
protected void renderPlayerSleep(AbstractClientPlayer par1AbstractClientPlayer, double par2, double par4, double par6)
protected void rotatePlayer(AbstractClientPlayer par1AbstractClientPlayer, float par2, float par3, float par4)
protected void func_96449_a(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, java.lang.String par8Str, float par9, double par10)
func_96449_a
in class RendererLivingEntity
protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)
preRenderCallback
in class RendererLivingEntity
protected void func_82408_c(EntityLivingBase par1EntityLivingBase, int par2, float par3)
func_82408_c
in class RendererLivingEntity
protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3)
shouldRenderPass
in class RendererLivingEntity
protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
renderEquippedItems
in class RendererLivingEntity
protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
rotateCorpse
in class RendererLivingEntity
protected void renderLivingAt(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6)
renderLivingAt
in class RendererLivingEntity
public void doRenderLiving(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9)
doRenderLiving
in class RendererLivingEntity
protected ResourceLocation getEntityTexture(Entity par1Entity)
getEntityTexture
in class Render
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
doRender
in class RendererLivingEntity