public class RenderIronGolem extends RenderLiving
mainModel, NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK, renderPassModel
renderBlocks, renderManager, shadowOpaque, shadowSize
Constructor and Description |
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RenderIronGolem() |
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 |
doRenderIronGolem(EntityIronGolem par1EntityIronGolem,
double par2,
double par4,
double par6,
float par8,
float par9)
Renders the Iron Golem.
|
void |
doRenderLiving(EntityLiving par1EntityLiving,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected ResourceLocation |
getEntityTexture(Entity par1Entity)
Returns the location of an entity's texture.
|
protected ResourceLocation |
getIronGolemTextures(EntityIronGolem par1EntityIronGolem) |
protected void |
renderEquippedItems(EntityLivingBase par1EntityLivingBase,
float par2) |
protected void |
renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem,
float par2)
Renders Iron Golem Equipped items.
|
void |
renderPlayer(EntityLivingBase par1EntityLivingBase,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected void |
rotateCorpse(EntityLivingBase par1EntityLivingBase,
float par2,
float par3,
float par4) |
protected void |
rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem,
float par2,
float par3,
float par4)
Rotates Iron Golem corpse.
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func_110813_b, func_110827_b, func_130007_b
doRenderLiving, func_82408_c, func_96449_a, getColorMultiplier, getDeathMaxRotation, handleRotationFloat, inheritRenderPass, passSpecialRender, preRenderCallback, renderArrowsStuckInEntity, renderLivingAt, renderLivingLabel, renderModel, renderSwingProgress, setRenderPassModel, shouldRenderPass
bindEntityTexture, bindTexture, doRenderShadowAndFire, getFontRendererFromRenderManager, renderAABB, renderOffsetAABB, setRenderManager, updateIcons
public void doRenderIronGolem(EntityIronGolem par1EntityIronGolem, double par2, double par4, double par6, float par8, float par9)
protected ResourceLocation getIronGolemTextures(EntityIronGolem par1EntityIronGolem)
protected void rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem, float par2, float par3, float par4)
protected void renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem, float par2)
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
doRenderLiving
in class RenderLiving
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
public void renderPlayer(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9)
renderPlayer
in class RenderLiving
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 RenderLiving