Java 类net.minecraft.entity.item.EntityArmorStand 实例源码

项目:DecompiledMinecraft    文件:EntitySelectors.java   
public boolean apply(Entity p_apply_1_)
{
    if (!p_apply_1_.isEntityAlive())
    {
        return false;
    }
    else if (!(p_apply_1_ instanceof EntityLivingBase))
    {
        return false;
    }
    else
    {
        EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
        return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
    }
}
项目:DecompiledMinecraft    文件:EntitySelectors.java   
public boolean apply(Entity p_apply_1_)
{
    if (!p_apply_1_.isEntityAlive())
    {
        return false;
    }
    else if (!(p_apply_1_ instanceof EntityLivingBase))
    {
        return false;
    }
    else
    {
        EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
        return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
    }
}
项目:BaseClient    文件:EntitySelectors.java   
public boolean apply(Entity p_apply_1_)
{
    if (!p_apply_1_.isEntityAlive())
    {
        return false;
    }
    else if (!(p_apply_1_ instanceof EntityLivingBase))
    {
        return false;
    }
    else
    {
        EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
        return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
    }
}
项目:BaseClient    文件:EntitySelectors.java   
public boolean apply(Entity p_apply_1_)
{
    if (!p_apply_1_.isEntityAlive())
    {
        return false;
    }
    else if (!(p_apply_1_ instanceof EntityLivingBase))
    {
        return false;
    }
    else
    {
        EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
        return entitylivingbase.getEquipmentInSlot(EntityLiving.getArmorPosition(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
    }
}
项目:Backmemed    文件:EntitySelectors.java   
public boolean apply(@Nullable Entity p_apply_1_)
{
    if (!p_apply_1_.isEntityAlive())
    {
        return false;
    }
    else if (!(p_apply_1_ instanceof EntityLivingBase))
    {
        return false;
    }
    else
    {
        EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
        return !entitylivingbase.getItemStackFromSlot(EntityLiving.getSlotForItemStack(this.armor)).func_190926_b() ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
    }
}
项目:CustomWorldGen    文件:EntitySelectors.java   
public boolean apply(@Nullable Entity p_apply_1_)
{
    if (!p_apply_1_.isEntityAlive())
    {
        return false;
    }
    else if (!(p_apply_1_ instanceof EntityLivingBase))
    {
        return false;
    }
    else
    {
        EntityLivingBase entitylivingbase = (EntityLivingBase)p_apply_1_;
        return entitylivingbase.getItemStackFromSlot(EntityLiving.getSlotForItemStack(this.armor)) != null ? false : (entitylivingbase instanceof EntityLiving ? ((EntityLiving)entitylivingbase).canPickUpLoot() : (entitylivingbase instanceof EntityArmorStand ? true : entitylivingbase instanceof EntityPlayer));
    }
}
项目:BetterWithAddons    文件:ModelSamurai.java   
@Override
public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
    if(entity instanceof EntityArmorStand) {
        // Hack so helmets look right on armor stand
        netHeadYaw = 0;
    }

    headOuter.showModel = slot == EntityEquipmentSlot.HEAD;
    body.showModel = slot == EntityEquipmentSlot.CHEST;
    armR.showModel = slot == EntityEquipmentSlot.CHEST;
    armL.showModel = slot == EntityEquipmentSlot.CHEST;
    skirt.showModel = slot == EntityEquipmentSlot.LEGS;
    hideLeg(legR,slot);
    hideLeg(legL,slot);

    bipedHeadwear.showModel = false;

    bipedHead = headOuter;
    bipedBody = slot == EntityEquipmentSlot.LEGS ? skirt : body;
    bipedRightArm = armR;
    bipedLeftArm = armL;
    bipedRightLeg = legR;
    bipedLeftLeg = legL;

    super.render(entity,limbSwing,limbSwingAmount,ageInTicks,netHeadYaw,headPitch,scale);
}
项目:runesofwizardry-classics    文件:RuneEntityRebirth.java   
@Override
public boolean handleEntityCollision(World worldIn, BlockPos pos,IBlockState state, Entity entityIn) {
    if(!worldIn.isRemote){
        if((entityIn instanceof EntityLivingBase) && !(entityIn instanceof EntityPlayer)&&!(entityIn instanceof EntityArmorStand)){
            ResourceLocation entID = EntityList.getKey(entityIn);

            //check if a spawn egg exists TODO also config blacklist?
            if(EntityList.ENTITY_EGGS.get(entID)!=null){
                ItemStack egg = new ItemStack(Items.SPAWN_EGG);
                NBTTagCompound entityTag = new NBTTagCompound();
                entityTag.setString("id", entID.toString());
                egg.setTagInfo("EntityTag", entityTag);
                Utils.spawnItemCentered(worldIn, pos, egg);
                this.onPatternBroken();//kill the rune
                entityIn.setDead();//kill the entity
            }else{
                worldIn.getClosestPlayer(pos.getX(),pos.getY(),pos.getZ(), 16, false).sendMessage(new TextComponentTranslation(NO_SPAWN_EGG));
            }
        }
    }
    return true;
}
项目:morecommands    文件:TargetSelector.java   
/**
 * Checks whether the given entity accepts an item for a certain slot
 * 
 * @param entity the entity
 * @param slot the slot to check
 * @param stack the item to check
 * @return whether the entity accepts that item for the slot
 */
private static boolean acceptStack(Entity entity, EntityEquipmentSlot slot, ItemStack stack) {
    if (entity instanceof EntityArmorStand || entity instanceof EntityLiving) {
        if (stack != ItemStack.EMPTY && !EntityLiving.isItemStackInSlot(slot, stack) && slot != EntityEquipmentSlot.HEAD) return false;
        else return true;
    }
    else if (entity instanceof EntityPlayer) {
        if (slot.getSlotType() == EntityEquipmentSlot.Type.ARMOR && stack != ItemStack.EMPTY && stack.getItem() != null) {
            if (!(stack.getItem() instanceof ItemArmor) && !(stack.getItem() instanceof ItemElytra)) {
                if (slot != EntityEquipmentSlot.HEAD) return false;
                else return true;
            }
            else if (EntityLiving.getSlotForItemStack(stack) != slot) return false;
            else return true;
        }
        else return true;
    }
    else return true;
}
项目:Cyclic    文件:PlayerAbilitiesModule.java   
@SubscribeEvent
public void onEntityInteractSpecific(PlayerInteractEvent.EntityInteractSpecific event) {
  if (armorStandSwap) {
    //added for https://www.twitch.tv/darkphan
    if (event.getWorld().isRemote) {
      return;
    } //server side only
    if (event.getTarget() == null || event.getTarget() instanceof EntityArmorStand == false) {
      return;
    }
    EntityArmorStand entityStand = (EntityArmorStand) event.getTarget();
    EntityPlayer player = event.getEntityPlayer();
    if (player.isSneaking() == false) {
      return;
    } //bc when not sneaking, we do the normal single item version
    event.setCanceled(true);//which means we need to now cancel that normal version and do our own
    for (EntityEquipmentSlot slot : armorStandEquipment) {
      ItemStack itemPlayer = player.getItemStackFromSlot(slot);
      ItemStack itemArmorstand = entityStand.getItemStackFromSlot(slot);
      player.setItemStackToSlot(slot, itemArmorstand);
      entityStand.setItemStackToSlot(slot, itemPlayer);
    }
  }
}
项目:Bookshelf    文件:ModelArmorExtended.java   
@Override
public void render (Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float partialTicks) {

    this.addModelParts();

    GlStateManager.pushMatrix();

    // Fix for armor stands being annoying
    if (entity instanceof EntityArmorStand) {

        netHeadYaw = 0;
        GlStateManager.translate(0F, 0.15F, 0F);
    }

    this.syncModel(entity, partialTicks);
    super.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, partialTicks);
    GlStateManager.popMatrix();
}
项目:DecompiledMinecraft    文件:ModelArmorStand.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);

    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
        this.bipedRightArm.showModel = entityarmorstand.getShowArms();
        this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        float f = (entityarmorstand.getLeftLegRotation().getX() + entityarmorstand.getRightLegRotation().getX()) / 2.0F;
        float f1 = (entityarmorstand.getLeftLegRotation().getY() + entityarmorstand.getRightLegRotation().getY()) / 2.0F;
        float f2 = (entityarmorstand.getLeftLegRotation().getZ() + entityarmorstand.getRightLegRotation().getZ()) / 2.0F;
        this.standBase.rotateAngleX = 0.0F;
        this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
        this.standBase.rotateAngleZ = 0.0F;
    }
}
项目:DecompiledMinecraft    文件:ModelArmorStandArmor.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(this.bipedHead, this.bipedHeadwear);
    }
}
项目:BaseClient    文件:ModelArmorStand.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);

    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
        this.bipedRightArm.showModel = entityarmorstand.getShowArms();
        this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        float f = (entityarmorstand.getLeftLegRotation().getX() + entityarmorstand.getRightLegRotation().getX()) / 2.0F;
        float f1 = (entityarmorstand.getLeftLegRotation().getY() + entityarmorstand.getRightLegRotation().getY()) / 2.0F;
        float f2 = (entityarmorstand.getLeftLegRotation().getZ() + entityarmorstand.getRightLegRotation().getZ()) / 2.0F;
        this.standBase.rotateAngleX = 0.0F;
        this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
        this.standBase.rotateAngleZ = 0.0F;
    }
}
项目:BaseClient    文件:ModelArmorStandArmor.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(this.bipedHead, this.bipedHeadwear);
    }
}
项目:BaseClient    文件:ModelArmorStand.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);

    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
        this.bipedRightArm.showModel = entityarmorstand.getShowArms();
        this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        float f = (entityarmorstand.getLeftLegRotation().getX() + entityarmorstand.getRightLegRotation().getX()) / 2.0F;
        float f1 = (entityarmorstand.getLeftLegRotation().getY() + entityarmorstand.getRightLegRotation().getY()) / 2.0F;
        float f2 = (entityarmorstand.getLeftLegRotation().getZ() + entityarmorstand.getRightLegRotation().getZ()) / 2.0F;
        this.standBase.rotateAngleX = 0.0F;
        this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
        this.standBase.rotateAngleZ = 0.0F;
    }
}
项目:BaseClient    文件:ModelArmorStandArmor.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(this.bipedHead, this.bipedHeadwear);
    }
}
项目:Backmemed    文件:RenderArmorStand.java   
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
    float f = (float)(entityLiving.world.getTotalWorldTime() - entityLiving.punchCooldown) + partialTicks;

    if (f < 5.0F)
    {
        GlStateManager.rotate(MathHelper.sin(f / 1.5F * (float)Math.PI) * 3.0F, 0.0F, 1.0F, 0.0F);
    }
}
项目:Backmemed    文件:RenderArmorStand.java   
/**
 * Renders the desired {@code T} type Entity.
 */
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    if (entity.hasMarker())
    {
        this.renderMarker = true;
    }

    super.doRender(entity, x, y, z, entityYaw, partialTicks);

    if (entity.hasMarker())
    {
        this.renderMarker = false;
    }
}
项目:Backmemed    文件:ModelArmorStand.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
    super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);

    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
        this.bipedRightArm.showModel = entityarmorstand.getShowArms();
        this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standBase.rotateAngleX = 0.0F;
        this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
        this.standBase.rotateAngleZ = 0.0F;
    }
}
项目:Backmemed    文件:ModelArmorStandArmor.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(this.bipedHead, this.bipedHeadwear);
    }
}
项目:CustomWorldGen    文件:RenderArmorStand.java   
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
    float f = (float)(entityLiving.worldObj.getTotalWorldTime() - entityLiving.punchCooldown) + partialTicks;

    if (f < 5.0F)
    {
        GlStateManager.rotate(MathHelper.sin(f / 1.5F * (float)Math.PI) * 3.0F, 0.0F, 1.0F, 0.0F);
    }
}
项目:CustomWorldGen    文件:RenderArmorStand.java   
/**
 * Renders the desired {@code T} type Entity.
 */
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    if (entity.hasMarker())
    {
        this.renderMarker = true;
    }

    super.doRender(entity, x, y, z, entityYaw, partialTicks);

    if (entity.hasMarker())
    {
        this.renderMarker = false;
    }
}
项目:CustomWorldGen    文件:ModelArmorStand.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
    super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);

    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
        this.bipedRightArm.showModel = entityarmorstand.getShowArms();
        this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standBase.rotateAngleX = 0.0F;
        this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
        this.standBase.rotateAngleZ = 0.0F;
    }
}
项目:CustomWorldGen    文件:ModelArmorStandArmor.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(this.bipedHead, this.bipedHeadwear);
    }
}
项目:Possessed    文件:ItemPossessiveHelmet.java   
@Override
@SideOnly(Side.CLIENT)
public ModelBiped getArmorModel(EntityLivingBase entity, ItemStack stack, EntityEquipmentSlot armorSlot, ModelBiped defaultModel) {
    if (entity instanceof EntityArmorStand) {
        GlStateManager.rotate(entity.rotationYaw, 0.0F, 1.0F, 0.0F);
    }
    return ClientProxy.HAT_MODEL;
}
项目:ToroQuest    文件:VillageHandlerBarracks.java   
@Override
protected boolean specialBlockHandling(World world, String c, int x, int y, int z) {
    if (!c.equals("xx")) {
        return false;
    }

    setBlockState(world, Blocks.AIR.getDefaultState(), x, y, z, boundingBox);

    int j = this.getXWithOffset(x, z);
    int k = this.getYWithOffset(y);
    int l = this.getZWithOffset(x, z);

    /*
     * if (!structurebb.isVecInside(new BlockPos(j, k, l))) { return; }
     */

    EntityArmorStand stand = new EntityArmorStand(world);
    stand.setLocationAndAngles((double) j + 0.5D, (double) k, (double) l + 0.5D, 90F, 0.0F);
    world.spawnEntity(stand);

    List<String> entities = new ArrayList<String>();
    entities.add(ToroQuest.MODID + ":" + EntityGuard.NAME);
    specialHandlingForSpawner(world, "xx", c, x, y, z, entities);

    return true;

}
项目:TMT-Refraction    文件:ModelReflectiveArmorHolder.java   
@Override
public void render(@Nonnull Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {

    if (entity instanceof EntityArmorStand) {
        // Hack so helmets look right on armor stand
        netHeadYaw = 0;
    }

    helm.showModel = slot == EntityEquipmentSlot.HEAD;
    body.showModel = slot == EntityEquipmentSlot.CHEST;
    armR.showModel = slot == EntityEquipmentSlot.CHEST;
    armL.showModel = slot == EntityEquipmentSlot.CHEST;
    legR.showModel = slot == EntityEquipmentSlot.LEGS;
    legL.showModel = slot == EntityEquipmentSlot.LEGS;
    bootL.showModel = slot == EntityEquipmentSlot.FEET;
    bootR.showModel = slot == EntityEquipmentSlot.FEET;
    bipedHeadwear.showModel = false;

    bipedHead = helm;
    bipedBody = body;
    bipedRightArm = armR;
    bipedLeftArm = armL;
    if (slot == EntityEquipmentSlot.LEGS) {
        bipedRightLeg = legR;
        bipedLeftLeg = legL;
    } else {
        bipedRightLeg = bootR;
        bipedLeftLeg = bootL;
    }

    super.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
}
项目:ExpandedRailsMod    文件:RenderArmorStand.java   
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
    float f = (float)(entityLiving.worldObj.getTotalWorldTime() - entityLiving.punchCooldown) + partialTicks;

    if (f < 5.0F)
    {
        GlStateManager.rotate(MathHelper.sin(f / 1.5F * (float)Math.PI) * 3.0F, 0.0F, 1.0F, 0.0F);
    }
}
项目:ExpandedRailsMod    文件:RenderArmorStand.java   
/**
 * Renders the desired {@code T} type Entity.
 */
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
{
    if (entity.hasMarker())
    {
        this.renderMarker = true;
    }

    super.doRender(entity, x, y, z, entityYaw, partialTicks);

    if (entity.hasMarker())
    {
        this.renderMarker = false;
    }
}
项目:ExpandedRailsMod    文件:ModelArmorStand.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
    super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);

    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedLeftArm.showModel = entityarmorstand.getShowArms();
        this.bipedRightArm.showModel = entityarmorstand.getShowArms();
        this.standBase.showModel = !entityarmorstand.hasNoBasePlate();
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.standRightSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standRightSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standRightSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standLeftSide.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standLeftSide.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standLeftSide.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standWaist.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.standWaist.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.standWaist.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.standBase.rotateAngleX = 0.0F;
        this.standBase.rotateAngleY = 0.017453292F * -entityIn.rotationYaw;
        this.standBase.rotateAngleZ = 0.0F;
    }
}
项目:ExpandedRailsMod    文件:ModelArmorStandArmor.java   
/**
 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
 * "far" arms and legs can swing at most.
 */
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        this.bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        this.bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        this.bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        this.bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        this.bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        this.bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        this.bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        this.bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        this.bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        this.bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        this.bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        this.bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        this.bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        this.bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        this.bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        this.bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        this.bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        this.bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        this.bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        this.bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        this.bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(this.bipedHead, this.bipedHeadwear);
    }
}
项目:AbyssalCraft    文件:ModelDreadiumSamuraiArmor.java   
@Override
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
    if (entityIn instanceof EntityArmorStand)
    {
        EntityArmorStand entityarmorstand = (EntityArmorStand)entityIn;
        bipedHead.rotateAngleX = 0.017453292F * entityarmorstand.getHeadRotation().getX();
        bipedHead.rotateAngleY = 0.017453292F * entityarmorstand.getHeadRotation().getY();
        bipedHead.rotateAngleZ = 0.017453292F * entityarmorstand.getHeadRotation().getZ();
        bipedHead.setRotationPoint(0.0F, 1.0F, 0.0F);
        bipedBody.rotateAngleX = 0.017453292F * entityarmorstand.getBodyRotation().getX();
        bipedBody.rotateAngleY = 0.017453292F * entityarmorstand.getBodyRotation().getY();
        bipedBody.rotateAngleZ = 0.017453292F * entityarmorstand.getBodyRotation().getZ();
        bipedLeftArm.rotateAngleX = 0.017453292F * entityarmorstand.getLeftArmRotation().getX();
        bipedLeftArm.rotateAngleY = 0.017453292F * entityarmorstand.getLeftArmRotation().getY();
        bipedLeftArm.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftArmRotation().getZ();
        bipedRightArm.rotateAngleX = 0.017453292F * entityarmorstand.getRightArmRotation().getX();
        bipedRightArm.rotateAngleY = 0.017453292F * entityarmorstand.getRightArmRotation().getY();
        bipedRightArm.rotateAngleZ = 0.017453292F * entityarmorstand.getRightArmRotation().getZ();
        bipedLeftLeg.rotateAngleX = 0.017453292F * entityarmorstand.getLeftLegRotation().getX();
        bipedLeftLeg.rotateAngleY = 0.017453292F * entityarmorstand.getLeftLegRotation().getY();
        bipedLeftLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getLeftLegRotation().getZ();
        bipedLeftLeg.setRotationPoint(1.9F, 11.0F, 0.0F);
        bipedRightLeg.rotateAngleX = 0.017453292F * entityarmorstand.getRightLegRotation().getX();
        bipedRightLeg.rotateAngleY = 0.017453292F * entityarmorstand.getRightLegRotation().getY();
        bipedRightLeg.rotateAngleZ = 0.017453292F * entityarmorstand.getRightLegRotation().getZ();
        bipedRightLeg.setRotationPoint(-1.9F, 11.0F, 0.0F);
        copyModelAngles(bipedHead, bipedHeadwear);
    } else super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
}
项目:DecompiledMinecraft    文件:ItemArmorStand.java   
/**
 * Called when a Block is right-clicked with this Item
 */
public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
{
    if (side == EnumFacing.DOWN)
    {
        return false;
    }
    else
    {
        boolean flag = worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
        BlockPos blockpos = flag ? pos : pos.offset(side);

        if (!playerIn.canPlayerEdit(blockpos, side, stack))
        {
            return false;
        }
        else
        {
            BlockPos blockpos1 = blockpos.up();
            boolean flag1 = !worldIn.isAirBlock(blockpos) && !worldIn.getBlockState(blockpos).getBlock().isReplaceable(worldIn, blockpos);
            flag1 = flag1 | (!worldIn.isAirBlock(blockpos1) && !worldIn.getBlockState(blockpos1).getBlock().isReplaceable(worldIn, blockpos1));

            if (flag1)
            {
                return false;
            }
            else
            {
                double d0 = (double)blockpos.getX();
                double d1 = (double)blockpos.getY();
                double d2 = (double)blockpos.getZ();
                List<Entity> list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, AxisAlignedBB.fromBounds(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));

                if (list.size() > 0)
                {
                    return false;
                }
                else
                {
                    if (!worldIn.isRemote)
                    {
                        worldIn.setBlockToAir(blockpos);
                        worldIn.setBlockToAir(blockpos1);
                        EntityArmorStand entityarmorstand = new EntityArmorStand(worldIn, d0 + 0.5D, d1, d2 + 0.5D);
                        float f = (float)MathHelper.floor_float((MathHelper.wrapAngleTo180_float(playerIn.rotationYaw - 180.0F) + 22.5F) / 45.0F) * 45.0F;
                        entityarmorstand.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
                        this.applyRandomRotations(entityarmorstand, worldIn.rand);
                        NBTTagCompound nbttagcompound = stack.getTagCompound();

                        if (nbttagcompound != null && nbttagcompound.hasKey("EntityTag", 10))
                        {
                            NBTTagCompound nbttagcompound1 = new NBTTagCompound();
                            entityarmorstand.writeToNBTOptional(nbttagcompound1);
                            nbttagcompound1.merge(nbttagcompound.getCompoundTag("EntityTag"));
                            entityarmorstand.readFromNBT(nbttagcompound1);
                        }

                        worldIn.spawnEntityInWorld(entityarmorstand);
                    }

                    --stack.stackSize;
                    return true;
                }
            }
        }
    }
}
项目:DecompiledMinecraft    文件:ItemArmorStand.java   
/**
 * Called when a Block is right-clicked with this Item
 */
public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
{
    if (side == EnumFacing.DOWN)
    {
        return false;
    }
    else
    {
        boolean flag = worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
        BlockPos blockpos = flag ? pos : pos.offset(side);

        if (!playerIn.canPlayerEdit(blockpos, side, stack))
        {
            return false;
        }
        else
        {
            BlockPos blockpos1 = blockpos.up();
            boolean flag1 = !worldIn.isAirBlock(blockpos) && !worldIn.getBlockState(blockpos).getBlock().isReplaceable(worldIn, blockpos);
            flag1 = flag1 | (!worldIn.isAirBlock(blockpos1) && !worldIn.getBlockState(blockpos1).getBlock().isReplaceable(worldIn, blockpos1));

            if (flag1)
            {
                return false;
            }
            else
            {
                double d0 = (double)blockpos.getX();
                double d1 = (double)blockpos.getY();
                double d2 = (double)blockpos.getZ();
                List<Entity> list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, AxisAlignedBB.fromBounds(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));

                if (list.size() > 0)
                {
                    return false;
                }
                else
                {
                    if (!worldIn.isRemote)
                    {
                        worldIn.setBlockToAir(blockpos);
                        worldIn.setBlockToAir(blockpos1);
                        EntityArmorStand entityarmorstand = new EntityArmorStand(worldIn, d0 + 0.5D, d1, d2 + 0.5D);
                        float f = (float)MathHelper.floor_float((MathHelper.wrapAngleTo180_float(playerIn.rotationYaw - 180.0F) + 22.5F) / 45.0F) * 45.0F;
                        entityarmorstand.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
                        this.applyRandomRotations(entityarmorstand, worldIn.rand);
                        NBTTagCompound nbttagcompound = stack.getTagCompound();

                        if (nbttagcompound != null && nbttagcompound.hasKey("EntityTag", 10))
                        {
                            NBTTagCompound nbttagcompound1 = new NBTTagCompound();
                            entityarmorstand.writeToNBTOptional(nbttagcompound1);
                            nbttagcompound1.merge(nbttagcompound.getCompoundTag("EntityTag"));
                            entityarmorstand.readFromNBT(nbttagcompound1);
                        }

                        worldIn.spawnEntityInWorld(entityarmorstand);
                    }

                    --stack.stackSize;
                    return true;
                }
            }
        }
    }
}
项目:DecompiledMinecraft    文件:RenderManager.java   
public RenderManager(TextureManager renderEngineIn, RenderItem itemRendererIn)
{
    this.renderEngine = renderEngineIn;
    this.entityRenderMap.put(EntityCaveSpider.class, new RenderCaveSpider(this));
    this.entityRenderMap.put(EntitySpider.class, new RenderSpider(this));
    this.entityRenderMap.put(EntityPig.class, new RenderPig(this, new ModelPig(), 0.7F));
    this.entityRenderMap.put(EntitySheep.class, new RenderSheep(this, new ModelSheep2(), 0.7F));
    this.entityRenderMap.put(EntityCow.class, new RenderCow(this, new ModelCow(), 0.7F));
    this.entityRenderMap.put(EntityMooshroom.class, new RenderMooshroom(this, new ModelCow(), 0.7F));
    this.entityRenderMap.put(EntityWolf.class, new RenderWolf(this, new ModelWolf(), 0.5F));
    this.entityRenderMap.put(EntityChicken.class, new RenderChicken(this, new ModelChicken(), 0.3F));
    this.entityRenderMap.put(EntityOcelot.class, new RenderOcelot(this, new ModelOcelot(), 0.4F));
    this.entityRenderMap.put(EntityRabbit.class, new RenderRabbit(this, new ModelRabbit(), 0.3F));
    this.entityRenderMap.put(EntitySilverfish.class, new RenderSilverfish(this));
    this.entityRenderMap.put(EntityEndermite.class, new RenderEndermite(this));
    this.entityRenderMap.put(EntityCreeper.class, new RenderCreeper(this));
    this.entityRenderMap.put(EntityEnderman.class, new RenderEnderman(this));
    this.entityRenderMap.put(EntitySnowman.class, new RenderSnowMan(this));
    this.entityRenderMap.put(EntitySkeleton.class, new RenderSkeleton(this));
    this.entityRenderMap.put(EntityWitch.class, new RenderWitch(this));
    this.entityRenderMap.put(EntityBlaze.class, new RenderBlaze(this));
    this.entityRenderMap.put(EntityPigZombie.class, new RenderPigZombie(this));
    this.entityRenderMap.put(EntityZombie.class, new RenderZombie(this));
    this.entityRenderMap.put(EntitySlime.class, new RenderSlime(this, new ModelSlime(16), 0.25F));
    this.entityRenderMap.put(EntityMagmaCube.class, new RenderMagmaCube(this));
    this.entityRenderMap.put(EntityGiantZombie.class, new RenderGiantZombie(this, new ModelZombie(), 0.5F, 6.0F));
    this.entityRenderMap.put(EntityGhast.class, new RenderGhast(this));
    this.entityRenderMap.put(EntitySquid.class, new RenderSquid(this, new ModelSquid(), 0.7F));
    this.entityRenderMap.put(EntityVillager.class, new RenderVillager(this));
    this.entityRenderMap.put(EntityIronGolem.class, new RenderIronGolem(this));
    this.entityRenderMap.put(EntityBat.class, new RenderBat(this));
    this.entityRenderMap.put(EntityGuardian.class, new RenderGuardian(this));
    this.entityRenderMap.put(EntityDragon.class, new RenderDragon(this));
    this.entityRenderMap.put(EntityEnderCrystal.class, new RenderEnderCrystal(this));
    this.entityRenderMap.put(EntityWither.class, new RenderWither(this));
    this.entityRenderMap.put(Entity.class, new RenderEntity(this));
    this.entityRenderMap.put(EntityPainting.class, new RenderPainting(this));
    this.entityRenderMap.put(EntityItemFrame.class, new RenderItemFrame(this, itemRendererIn));
    this.entityRenderMap.put(EntityLeashKnot.class, new RenderLeashKnot(this));
    this.entityRenderMap.put(EntityArrow.class, new RenderArrow(this));
    this.entityRenderMap.put(EntitySnowball.class, new RenderSnowball(this, Items.snowball, itemRendererIn));
    this.entityRenderMap.put(EntityEnderPearl.class, new RenderSnowball(this, Items.ender_pearl, itemRendererIn));
    this.entityRenderMap.put(EntityEnderEye.class, new RenderSnowball(this, Items.ender_eye, itemRendererIn));
    this.entityRenderMap.put(EntityEgg.class, new RenderSnowball(this, Items.egg, itemRendererIn));
    this.entityRenderMap.put(EntityPotion.class, new RenderPotion(this, itemRendererIn));
    this.entityRenderMap.put(EntityExpBottle.class, new RenderSnowball(this, Items.experience_bottle, itemRendererIn));
    this.entityRenderMap.put(EntityFireworkRocket.class, new RenderSnowball(this, Items.fireworks, itemRendererIn));
    this.entityRenderMap.put(EntityLargeFireball.class, new RenderFireball(this, 2.0F));
    this.entityRenderMap.put(EntitySmallFireball.class, new RenderFireball(this, 0.5F));
    this.entityRenderMap.put(EntityWitherSkull.class, new RenderWitherSkull(this));
    this.entityRenderMap.put(EntityItem.class, new RenderEntityItem(this, itemRendererIn));
    this.entityRenderMap.put(EntityXPOrb.class, new RenderXPOrb(this));
    this.entityRenderMap.put(EntityTNTPrimed.class, new RenderTNTPrimed(this));
    this.entityRenderMap.put(EntityFallingBlock.class, new RenderFallingBlock(this));
    this.entityRenderMap.put(EntityArmorStand.class, new ArmorStandRenderer(this));
    this.entityRenderMap.put(EntityMinecartTNT.class, new RenderTntMinecart(this));
    this.entityRenderMap.put(EntityMinecartMobSpawner.class, new RenderMinecartMobSpawner(this));
    this.entityRenderMap.put(EntityMinecart.class, new RenderMinecart(this));
    this.entityRenderMap.put(EntityBoat.class, new RenderBoat(this));
    this.entityRenderMap.put(EntityFishHook.class, new RenderFish(this));
    this.entityRenderMap.put(EntityHorse.class, new RenderHorse(this, new ModelHorse(), 0.75F));
    this.entityRenderMap.put(EntityLightningBolt.class, new RenderLightningBolt(this));
    this.playerRenderer = new RenderPlayer(this);
    this.skinMap.put("default", this.playerRenderer);
    this.skinMap.put("slim", new RenderPlayer(this, true));
}
项目:DecompiledMinecraft    文件:ArmorStandRenderer.java   
/**
 * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
 */
protected ResourceLocation getEntityTexture(EntityArmorStand entity)
{
    return TEXTURE_ARMOR_STAND;
}
项目:DecompiledMinecraft    文件:ArmorStandRenderer.java   
protected void rotateCorpse(EntityArmorStand bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    GlStateManager.rotate(180.0F - p_77043_3_, 0.0F, 1.0F, 0.0F);
}
项目:DecompiledMinecraft    文件:ArmorStandRenderer.java   
protected boolean canRenderName(EntityArmorStand entity)
{
    return entity.getAlwaysRenderNameTag();
}
项目:BaseClient    文件:ItemArmorStand.java   
/**
 * Called when a Block is right-clicked with this Item
 */
public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
{
    if (side == EnumFacing.DOWN)
    {
        return false;
    }
    else
    {
        boolean flag = worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
        BlockPos blockpos = flag ? pos : pos.offset(side);

        if (!playerIn.canPlayerEdit(blockpos, side, stack))
        {
            return false;
        }
        else
        {
            BlockPos blockpos1 = blockpos.up();
            boolean flag1 = !worldIn.isAirBlock(blockpos) && !worldIn.getBlockState(blockpos).getBlock().isReplaceable(worldIn, blockpos);
            flag1 = flag1 | (!worldIn.isAirBlock(blockpos1) && !worldIn.getBlockState(blockpos1).getBlock().isReplaceable(worldIn, blockpos1));

            if (flag1)
            {
                return false;
            }
            else
            {
                double d0 = (double)blockpos.getX();
                double d1 = (double)blockpos.getY();
                double d2 = (double)blockpos.getZ();
                List<Entity> list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, AxisAlignedBB.fromBounds(d0, d1, d2, d0 + 1.0D, d1 + 2.0D, d2 + 1.0D));

                if (list.size() > 0)
                {
                    return false;
                }
                else
                {
                    if (!worldIn.isRemote)
                    {
                        worldIn.setBlockToAir(blockpos);
                        worldIn.setBlockToAir(blockpos1);
                        EntityArmorStand entityarmorstand = new EntityArmorStand(worldIn, d0 + 0.5D, d1, d2 + 0.5D);
                        float f = (float)MathHelper.floor_float((MathHelper.wrapAngleTo180_float(playerIn.rotationYaw - 180.0F) + 22.5F) / 45.0F) * 45.0F;
                        entityarmorstand.setLocationAndAngles(d0 + 0.5D, d1, d2 + 0.5D, f, 0.0F);
                        this.applyRandomRotations(entityarmorstand, worldIn.rand);
                        NBTTagCompound nbttagcompound = stack.getTagCompound();

                        if (nbttagcompound != null && nbttagcompound.hasKey("EntityTag", 10))
                        {
                            NBTTagCompound nbttagcompound1 = new NBTTagCompound();
                            entityarmorstand.writeToNBTOptional(nbttagcompound1);
                            nbttagcompound1.merge(nbttagcompound.getCompoundTag("EntityTag"));
                            entityarmorstand.readFromNBT(nbttagcompound1);
                        }

                        worldIn.spawnEntityInWorld(entityarmorstand);
                    }

                    --stack.stackSize;
                    return true;
                }
            }
        }
    }
}