Fixed it so the sentient bow actually shoots sentient arrows.

This commit is contained in:
WayofTime 2016-04-09 15:35:02 -04:00
parent 22a0343740
commit 9768909eb8
3 changed files with 31 additions and 5 deletions

View file

@ -18,7 +18,11 @@ import WayofTime.bloodmagic.entity.projectile.EntitySentientArrow;
@SideOnly(Side.CLIENT)
public class RenderEntitySentientArrow extends Render<EntitySentientArrow>
{
private static final ResourceLocation arrowTextures = new ResourceLocation("bloodmagic:textures/entities/soulArrow.png");
private static final ResourceLocation defaultTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow.png");
private static final ResourceLocation corrosiveTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_corrosive.png");
private static final ResourceLocation vengefulTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_vengeful.png");
private static final ResourceLocation destructiveTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_destructive.png");
private static final ResourceLocation steadfastTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_steadfast.png");
public RenderEntitySentientArrow(RenderManager renderManagerIn)
{
@ -95,6 +99,19 @@ public class RenderEntitySentientArrow extends Render<EntitySentientArrow>
*/
protected ResourceLocation getEntityTexture(EntitySentientArrow entity)
{
return arrowTextures;
switch (entity.type)
{
case CORROSIVE:
return corrosiveTexture;
case DESTRUCTIVE:
return destructiveTexture;
case STEADFAST:
return steadfastTexture;
case VENGEFUL:
return vengefulTexture;
case DEFAULT:
default:
return defaultTexture;
}
}
}