Add an ItemStack sensitive version of getIconForRenderPass, defers to
existing by default. Should allow NBT data to affect multipass icon rendering.
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parent
2fb5ea1008
commit
5f2d1d1fc0
3 changed files with 59 additions and 31 deletions
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@ -299,6 +299,15 @@
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switch (var2)
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{
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@@ -1774,7 +1874,7 @@
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{
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if (par1ItemStack.getItem().requiresMultipleRenderPasses())
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{
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- return par1ItemStack.getItem().getIconFromDamageForRenderPass(par1ItemStack.getItemDamage(), par2);
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+ return par1ItemStack.getItem().getIconFromItemStackForMultiplePasses(par1ItemStack, par2);
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}
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if (this.itemInUse != null && par1ItemStack.itemID == Item.bow.shiftedIndex)
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@@ -1796,6 +1896,7 @@
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return 101;
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}
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@ -37,7 +37,7 @@
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Vec3 var23 = var13.addVector((double)var18 * var21, (double)var17 * var21, (double)var20 * var21);
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return par1World.rayTraceBlocks_do_do(var13, var23, par3, !par3);
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}
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@@ -678,4 +690,266 @@
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@@ -678,4 +690,279 @@
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{
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StatList.initStats();
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}
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@ -51,7 +51,7 @@
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+ * returning false from this will prevent the item from
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+ * being removed from the players inventory and spawning
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+ * in the world
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+ *
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+ *
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+ * @param player The player that dropped the item
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+ * @param item The item stack, before the item is removed.
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+ */
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@ -71,17 +71,17 @@
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+ * @param side The side of the target hit
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+ * @return Return true to prevent any further processing.
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+ */
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+ public boolean onItemUseFirst(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int side, float hitX, float hitY, float hitZ)
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+ public boolean onItemUseFirst(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int side, float hitX, float hitY, float hitZ)
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+ {
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+ return onItemUseFirst(stack, player, world, x, y, z, side);
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+ }
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+
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+
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+ /**
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+ * See onItemUseFirst above, this is deprecated in favor of the more aware version.
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+ * Only here for compaibility.
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+ */
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+ @Deprecated
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+ public boolean onItemUseFirst(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int side)
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+ public boolean onItemUseFirst(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int side)
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+ {
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+ return false;
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+ }
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@ -102,7 +102,7 @@
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+ * Called by CraftingManager to determine if an item is reparable.
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+ * @return True if reparable
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+ */
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+ public boolean isRepairable()
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+ public boolean isRepairable()
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+ {
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+ return canRepair && isDamageable();
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+ }
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@ -111,7 +111,7 @@
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+ * Call to disable repair recipes.
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+ * @return The current Item instance
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+ */
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+ public Item setNoRepair()
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+ public Item setNoRepair()
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+ {
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+ canRepair = false;
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+ return this;
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@ -121,7 +121,7 @@
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+ * Called before a block is broken. Return true to prevent default block harvesting.
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+ *
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+ * Note: In SMP, this is called on both client and server sides!
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+ *
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+ *
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+ * @param itemstack The current ItemStack
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+ * @param X The X Position
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+ * @param Y The X Position
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@ -129,7 +129,7 @@
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+ * @param player The Player that is wielding the item
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+ * @return True to prevent harvesting, false to continue as normal
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+ */
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+ public boolean onBlockStartBreak(ItemStack itemstack, int X, int Y, int Z, EntityPlayer player)
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+ public boolean onBlockStartBreak(ItemStack itemstack, int X, int Y, int Z, EntityPlayer player)
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+ {
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+ return false;
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+ }
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@ -140,7 +140,7 @@
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+ * @param player The Player using the item
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+ * @param count The amount of time in tick the item has been used for continuously
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+ */
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+ public void onUsingItemTick(ItemStack stack, EntityPlayer player, int count)
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+ public void onUsingItemTick(ItemStack stack, EntityPlayer player, int count)
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+ {
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+ }
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+
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@ -148,20 +148,20 @@
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+ * Called when the player Left Clicks (attacks) an entity.
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+ * Processed before damage is done, if return value is true further processing is canceled
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+ * and the entity is not attacked.
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+ *
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+ *
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+ * @param stack The Item being used
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+ * @param player The player that is attacking
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+ * @param entity The entity being attacked
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+ * @return True to cancel the rest of the interaction.
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+ */
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+ public boolean onLeftClickEntity(ItemStack stack, EntityPlayer player, Entity entity)
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+ public boolean onLeftClickEntity(ItemStack stack, EntityPlayer player, Entity entity)
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+ {
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+ return false;
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+ }
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+
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+ /**
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+ * Player, Render pass, and item usage sensitive version of getIconIndex.
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+ *
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+ *
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+ * @param stack The item stack to get the icon for. (Usually this, and usingItem will be the same if usingItem is not null)
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+ * @param renderPass The pass to get the icon for, 0 is default.
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+ * @param player The player holding the item
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@ -188,7 +188,7 @@
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+ * Returns the number of render passes/layers this item has.
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+ * Usually equates to ItemRenderer.renderItem being called for this many passes.
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+ * Does not get called unless requiresMultipleRenderPasses() is true;
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+ *
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+ *
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+ * @param metadata The item's metadata
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+ * @return The number of passes to run.
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+ */
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@ -212,7 +212,7 @@
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+ /**
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+ * Sets the current texture file for this item, used when rendering.
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+ * Default is "/gui/items.png"
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+ *
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+ *
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+ * @param texture The texture file
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+ */
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+ public Item setTextureFile(String texture)
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@ -225,7 +225,7 @@
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+ /**
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+ * ItemStack sensitive version of getContainerItem.
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+ * Returns a full ItemStack instance of the result.
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+ *
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+ *
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+ * @param itemStack The current ItemStack
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+ * @return The resulting ItemStack
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+ */
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@ -241,7 +241,7 @@
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+ /**
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+ * Retrieves the normal 'lifespan' of this item when it is dropped on the ground as a EntityItem.
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+ * This is in ticks, standard result is 6000, or 5 mins.
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+ *
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+ *
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+ * @param itemStack The current ItemStack
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+ * @param world The world the entity is in
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+ * @return The normal lifespan in ticks.
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@ -253,9 +253,9 @@
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+
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+ /**
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+ * Determines if this Item has a special entity for when they are in the world.
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+ * Is called when a EntityItem is spawned in the world, if true and Item#createCustomEntity
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+ * Is called when a EntityItem is spawned in the world, if true and Item#createCustomEntity
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+ * returns non null, the EntityItem will be destroyed and the new Entity will be added to the world.
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+ *
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+ *
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+ * @param stack The current item stack
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+ * @return True of the item has a custom entity, If true, Item#createCustomEntity will be called
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+ */
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@ -268,7 +268,7 @@
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+ * This function should return a new entity to replace the dropped item.
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+ * Returning null here will not kill the EntityItem and will leave it to function normally.
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+ * Called when the item it placed in a world.
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+ *
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+ *
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+ * @param world The world object
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+ * @param location The EntityItem object, useful for getting the position of the entity
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+ * @param itemstack The current item stack
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@ -280,10 +280,10 @@
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+ }
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+
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+ /**
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+ * Gets a list of tabs that items belonging to this class can display on,
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+ * combined properly with getSubItems allows for a single item to span
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+ * Gets a list of tabs that items belonging to this class can display on,
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+ * combined properly with getSubItems allows for a single item to span
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+ * many sub-items across many tabs.
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+ *
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+ *
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+ * @return A list of all tabs that this item could possibly be one.
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+ */
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+ public CreativeTabs[] getCreativeTabs()
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@ -293,14 +293,27 @@
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+
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+ /**
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+ * Determines the base experience for a player when they remove this item from a furnace slot.
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+ * This number must be between 0 and 1 for it to be valid.
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+ * This number will be multiplied by the stack size to get the total experience.
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+ *
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+ * This number must be between 0 and 1 for it to be valid.
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+ * This number will be multiplied by the stack size to get the total experience.
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+ *
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+ * @param item The item stack the player is picking up.
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+ * @return The amount to award for each item.
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+ */
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+ public float getSmeltingExperience(ItemStack item)
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+ {
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+ return -1; //-1 will default to the old lookups.
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+ }
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+
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+ /**
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+ * Return the correct icon for rendering based on the supplied ItemStack and render pass.
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+ *
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+ * Defers to {@link #getIconFromDamageForRenderPass(int, int)}
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+ * @param stack to render for
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+ * @param pass the multi-render pass
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+ * @return the icon index
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+ */
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+ public int getIconFromItemStackForMultiplePasses(ItemStack stack, int pass)
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+ {
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+ return getIconFromDamageForRenderPass(stack.getItemDamage(), pass);
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+ }
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}
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@ -49,7 +49,7 @@
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GL11.glPopMatrix();
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}
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}
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@@ -121,10 +126,11 @@
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@@ -121,11 +126,12 @@
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GL11.glScalef(0.5F, 0.5F, 0.5F);
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}
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@ -57,14 +57,16 @@
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-
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- for (var15 = 0; var15 <= 1; ++var15)
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- {
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- var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15);
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+ this.loadTexture(Item.itemsList[var10.itemID].getTextureFile());
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+
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+ for (var15 = 0; var15 < var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
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+ {
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+ this.random.setSeed(187L); //Fixes Vanilla bug where layers would not render aligns properly.
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var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15);
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+ var16 = var10.getItem().getIconFromItemStackForMultiplePasses(var10, var15);
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var17 = 1.0F;
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if (this.field_77024_a)
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@@ -155,14 +161,7 @@
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var15 = var10.getIconIndex();
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@ -95,19 +97,23 @@
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GL11.glPushMatrix();
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GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel);
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GL11.glScalef(10.0F, 10.0F, 10.0F);
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@@ -265,9 +264,9 @@
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@@ -265,11 +264,11 @@
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if (Item.itemsList[var6].requiresMultipleRenderPasses())
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{
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GL11.glDisable(GL11.GL_LIGHTING);
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- par2RenderEngine.bindTexture(par2RenderEngine.getTexture("/gui/items.png"));
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-
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- for (var9 = 0; var9 <= 1; ++var9)
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- {
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- var10 = Item.itemsList[var6].getIconFromDamageForRenderPass(var7, var9);
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+ par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[var6].getTextureFile()));
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+
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+ for (var9 = 0; var9 < Item.itemsList[var6].getRenderPasses(var7); ++var9)
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{
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var10 = Item.itemsList[var6].getIconFromDamageForRenderPass(var7, var9);
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+ {
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+ var10 = Item.itemsList[var6].getIconFromItemStackForMultiplePasses(par3ItemStack, var9);
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int var11 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, var9);
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var12 = (float)(var11 >> 16 & 255) / 255.0F;
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var13 = (float)(var11 >> 8 & 255) / 255.0F;
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@@ -289,14 +288,7 @@
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{
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GL11.glDisable(GL11.GL_LIGHTING);
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