Fixed powered texture not showing up when changing NPC model attributes.

This commit is contained in:
luisc committed 2021-12-09 23:24:36 -06:00
1 parent ba4bf107b5
commit 9560228ba8
1 file changed
+50 -10
@@ -231,23 +231,63 @@ public class RenderNPCInterface extends RenderLiving{
GL11.glDepthMask(true);
}
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glPushMatrix();
GL11.glScalef(1.001f, 1.001f, 1.001f);
if(mainModel instanceof ModelMPM){
((ModelMPM)mainModel).isArmor = true;
mainModel.render(entityliving, par2, par3, par4, par5, par6, par7);
((ModelMPM)mainModel).isArmor = false;
}
else
mainModel.render(entityliving, par2, par3, par4, par5, par6, par7);
GL11.glScalef(1.001f, 1.001f, 1.001f);
if(mainModel instanceof ModelMPM){
((ModelMPM)mainModel).isArmor = true;
mainModel.render(entityliving, par2, par3, par4, par5, par6, par7);
((ModelMPM)mainModel).isArmor = false;
}
else
mainModel.render(entityliving, par2, par3, par4, par5, par6, par7);
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glDisable(GL11.GL_BLEND);
}
if (npc.hasPoweredTexture())
{
GL11.glDepthMask(!npc.isInvisible());
ResourceLocation poweredNPCTexture = new ResourceLocation(npc.display.poweredTexture);//customnpcs:textures/entity/npc_armor.png
float f1 = (float)npc.ticksExisted + par3;
this.bindTexture(poweredNPCTexture);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = f1 * 0.01F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.originalModel);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_BLEND);
float f4 = 0.5F;
GL11.glColor4f(f4, f4, f4, 1.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glPushMatrix();
GL11.glScalef(1.001f, 1.001f, 1.001f);
if(mainModel instanceof ModelMPM){
((ModelMPM)mainModel).isArmor = true;
mainModel.render(entityliving, par2, par3, par4, par5, par6, par7);
((ModelMPM)mainModel).isArmor = false;
}
else
mainModel.render(entityliving, par2, par3, par4, par5, par6, par7);
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glDisable(GL11.GL_BLEND);
}
}
@Override
protected float handleRotationFloat(EntityLivingBase par1EntityLiving, float par2){