Merge pull request #665 from copyboy/master
Fix getArmorTexture by passing it the subtype
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commit
6397939c9e
3 changed files with 29 additions and 3 deletions
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@ -54,9 +54,15 @@ public class ForgeHooksClient
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return FMLClientHandler.instance().getClient().renderEngine;
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}
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@Deprecated
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public static String getArmorTexture(Entity entity, ItemStack armor, String _default, int slot, int layer, String type)
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{
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String result = armor.getItem().getArmorTexture(armor, entity, slot, layer);
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return getArmorTexture(entity, armor, _default, slot, type);
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}
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public static String getArmorTexture(Entity entity, ItemStack armor, String _default, int slot, String type)
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{
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String result = armor.getItem().getArmorTexture(armor, entity, slot, type);
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return result != null ? result : _default;
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}
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@ -49,7 +49,7 @@
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+ String s1 = String.format("textures/models/armor/%s_layer_%d%s.png",
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+ bipedArmorFilenamePrefix[item.renderIndex], (slot == 2 ? 2 : 1), type == null ? "" : String.format("_%s", type));
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+
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+ s1 = ForgeHooksClient.getArmorTexture(entity, stack, s1, slot, (slot == 2 ? 2 : 1), type);
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+ s1 = ForgeHooksClient.getArmorTexture(entity, stack, s1, slot, type);
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+ ResourceLocation resourcelocation = (ResourceLocation)field_110859_k.get(s1);
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+
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+ if (resourcelocation == null)
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@ -66,7 +66,7 @@
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Vec3 vec31 = vec3.addVector((double)f7 * d3, (double)f6 * d3, (double)f8 * d3);
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return par1World.rayTraceBlocks_do_do(vec3, vec31, par3, !par3);
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}
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@@ -740,4 +755,514 @@
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@@ -740,4 +755,534 @@
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{
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StatList.initStats();
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}
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@ -428,6 +428,7 @@
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+ {
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+ return 0.0F; //getDamageVsEntity(par1Entity);
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+ }
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+
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+ /**
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+ * Called by RenderBiped and RenderPlayer to determine the armor texture that
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+ * should be use for the currently equiped item.
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@ -441,10 +442,29 @@
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+ * @param layer The render layer, either 1 or 2, 2 is only used for CLOTH armor by default
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+ * @return Path of texture to bind, or null to use default
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+ */
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+ @Deprecated //Replaced with more useful version below
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+ public String getArmorTexture(ItemStack stack, Entity entity, int slot, int layer)
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+ {
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+ return null;
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+ }
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+
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+ /**
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+ * Called by RenderBiped and RenderPlayer to determine the armor texture that
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+ * should be use for the currently equiped item.
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+ * This will only be called on instances of ItemArmor.
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+ *
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+ * Returning null from this function will use the default value.
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+ *
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+ * @param stack ItemStack for the equpt armor
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+ * @param entity The entity wearing the armor
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+ * @param slot The slot the armor is in
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+ * @param type The subtype, can be null or "overlay"
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+ * @return Path of texture to bind, or null to use default
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+ */
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+ public String getArmorTexture(ItemStack stack, Entity entity, int slot, String type)
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+ {
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+ return getArmorTexture(stack, entity, slot, (slot == 2 ? 2 : 1));
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+ }
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+
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+
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+ /**
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