Class RenderPlayer


public class RenderPlayer extends RendererLivingEntity
  • Constructor Details

    • RenderPlayer

      public RenderPlayer()
  • Method Details

    • setArmorModel

      protected int setArmorModel(AbstractClientPlayer par1AbstractClientPlayer, int par2, float par3)
      Set the specified armor model as the player model. Args: player, armorSlot, partialTick
    • func_110817_a

      protected ResourceLocation func_110817_a(AbstractClientPlayer par1AbstractClientPlayer)
    • func_130220_b

      protected void func_130220_b(AbstractClientPlayer par1AbstractClientPlayer, int par2, float par3)
    • func_130009_a

      public void func_130009_a(AbstractClientPlayer par1AbstractClientPlayer, double par2, double par4, double par6, float par8, float par9)
    • renderSpecials

      protected void renderSpecials(AbstractClientPlayer par1AbstractClientPlayer, float par2)
      Method for adding special render rules
    • renderPlayerScale

      protected void renderPlayerScale(AbstractClientPlayer par1AbstractClientPlayer, float par2)
    • func_96450_a

      protected void func_96450_a(AbstractClientPlayer par1AbstractClientPlayer, double par2, double par4, double par6, String par8Str, float par9, double par10)
    • renderFirstPersonArm

      public void renderFirstPersonArm(EntityPlayer player)
    • renderPlayerSleep

      protected void renderPlayerSleep(AbstractClientPlayer par1AbstractClientPlayer, double par2, double par4, double par6)
      Renders player with sleeping offset if sleeping
    • rotatePlayer

      protected void rotatePlayer(AbstractClientPlayer par1AbstractClientPlayer, float par2, float par3, float par4)
      Rotates the player if the player is sleeping. This method is called in rotateCorpse.
    • func_96449_a

      protected void func_96449_a(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, String par8Str, float par9, double par10)
      Overrides:
      func_96449_a in class RendererLivingEntity
    • preRenderCallback

      protected void preRenderCallback(EntityLivingBase entityLiving, float partialTickTime)
      Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args: entityLiving, partialTickTime
      Overrides:
      preRenderCallback in class RendererLivingEntity
    • func_82408_c

      protected void func_82408_c(EntityLivingBase par1EntityLivingBase, int par2, float par3)
      Overrides:
      func_82408_c in class RendererLivingEntity
    • shouldRenderPass

      protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3)
      Queries whether should render the specified pass or not.
      Overrides:
      shouldRenderPass in class RendererLivingEntity
    • renderEquippedItems

      protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
      Overrides:
      renderEquippedItems in class RendererLivingEntity
    • rotateCorpse

      protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
      Overrides:
      rotateCorpse in class RendererLivingEntity
    • renderLivingAt

      protected void renderLivingAt(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6)
      Sets a simple glTranslate on a LivingEntity.
      Overrides:
      renderLivingAt in class RendererLivingEntity
    • doRenderLiving

      public void doRenderLiving(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9)
      Overrides:
      doRenderLiving in class RendererLivingEntity
    • doRender

      public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
      Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1, double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
      Overrides:
      doRender in class RendererLivingEntity
    • getEntityTexture

      protected ResourceLocation getEntityTexture(Entity par1Entity)
      Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
      Specified by:
      getEntityTexture in class Render
    • getBipedModel

      public ModelBiped getBipedModel()
    • removePlayerSlimCaching

      @Internal public static void removePlayerSlimCaching(String usernameCaseInsensitive)