Advertisement
MrScautHD

Untitled

Jun 28th, 2021
400
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.95 KB | None | 0 0
  1. @Override
  2. public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue,
  3. float alpha) {
  4.  
  5. ItemStack stack = entity.getItemStackFromSlot(slot);
  6.  
  7. //don't render enchant if only enchant is from set effect
  8. boolean renderEnchant = false;
  9. if (stack != null && stack.isEnchanted() /*&& stack.getItem() instanceof BlockArmorItem*/) {
  10. ListNBT enchantNbt = stack.getEnchantmentTagList();
  11. for (int i=0; i<enchantNbt.size(); ++i)
  12. if (!enchantNbt.getCompound(i).getBoolean("boss_tools"+" enchant")) {
  13. renderEnchant = true;
  14. break;
  15. }
  16. }
  17.  
  18. if (stack != null /*&& stack.getItem() instanceof BlockArmorItem*/) {
  19. // get texture location
  20. String str = (stack.getItem()).getArmorTexture(stack, entity, slot, "");
  21. ResourceLocation loc = TEXTURES.get(str);
  22. if (loc == null) {
  23. loc = new ResourceLocation(str);
  24. TEXTURES.put(str, loc);
  25. }
  26.  
  27. // normal render - use translucent vertex
  28. buffer = Minecraft.getInstance().getRenderTypeBuffers().getBufferSource().getBuffer(RenderType.getEntityTranslucent(loc));
  29. matrixStack.push();
  30. kopf.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  31. Body.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  32. armr.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  33. arml.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  34. Left_Foot.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  35. Right_Foot.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  36. matrixStack.pop();
  37. //this.actualRender(matrix, vertex, false, lightMapUV, overlayUV, ageInTicks, netHeadYaw, headPitch, scale);
  38. // if enchanted - use entity glint vertex on top
  39. if (renderEnchant) {
  40. matrixStack.push();
  41. buffer = Minecraft.getInstance().getRenderTypeBuffers().getBufferSource().getBuffer(RenderType.getEntityGlintDirect());
  42. kopf.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  43. Body.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  44. armr.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  45. arml.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  46. Left_Foot.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  47. Right_Foot.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, false ? 0 : 1.0f);
  48. matrixStack.pop();
  49. //this.actualRender(matrix, vertex, false, lightMapUV, overlayUV, ageInTicks, netHeadYaw, headPitch, scale);
  50. }
  51. }
  52. //matrixStack.pop();
  53. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement