Massive rework of configs, items and blocks.
I redone where the items/blocsks are stored and how the configs are handled to clean up it and give space. You can change the config line to AWWayofTime if you want to keep the compatibility with old configs. Now you reference the blocks from the ModBlocks and Items from the ModItems.
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304 changed files with 3941 additions and 5108 deletions
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@ -1,14 +1,13 @@
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package WayofTime.alchemicalWizardry.common.renderer.model;
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import WayofTime.alchemicalWizardry.common.entity.mob.EntityLowerGuardian;
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import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.model.ModelRenderer;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.util.MathHelper;
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import WayofTime.alchemicalWizardry.common.entity.mob.EntityLowerGuardian;
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public class ModelLowerGuardian extends ModelBase
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{
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public class ModelLowerGuardian extends ModelBase {
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//fields
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ModelRenderer Body;
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ModelRenderer Torso;
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@ -164,13 +163,13 @@ public class ModelLowerGuardian extends ModelBase
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public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
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{
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EntityLowerGuardian entityLowerGuardian = (EntityLowerGuardian)par1EntityLivingBase;
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EntityLowerGuardian entityLowerGuardian = (EntityLowerGuardian) par1EntityLivingBase;
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int i = entityLowerGuardian.getAttackTimer();
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if (i > 0)
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{
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this.rightLeg.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
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this.rightFoot.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
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this.rightLeg.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float) i - par4, 10.0F);
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this.rightFoot.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float) i - par4, 10.0F);
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//this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
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}
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}
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@ -183,13 +182,13 @@ public class ModelLowerGuardian extends ModelBase
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public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
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{
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super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
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this.Head.rotateAngleX = f4 / (180F / (float)Math.PI);
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this.Head.rotateAngleY = f3 / (180F / (float)Math.PI);
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this.Head.rotateAngleX = f4 / (180F / (float) Math.PI);
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this.Head.rotateAngleY = f3 / (180F / (float) Math.PI);
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this.leftLeg.rotateAngleX = MathHelper.cos(f * 0.3662F) * 1.0F * f1;
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this.rightLeg.rotateAngleX = MathHelper.cos(f * 0.3662F + (float)Math.PI) * 1.0F * f1;
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this.rightLeg.rotateAngleX = MathHelper.cos(f * 0.3662F + (float) Math.PI) * 1.0F * f1;
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this.leftFoot.rotateAngleX = MathHelper.cos(f * 0.3662F) * 1.0F * f1;
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this.rightFoot.rotateAngleX = MathHelper.cos(f * 0.3662F + (float)Math.PI) * 1.0F * f1;
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this.rightArm.rotateAngleX = MathHelper.cos(f * 0.3662F + (float)Math.PI) * 1.0F * f1;
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this.rightFoot.rotateAngleX = MathHelper.cos(f * 0.3662F + (float) Math.PI) * 1.0F * f1;
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this.rightArm.rotateAngleX = MathHelper.cos(f * 0.3662F + (float) Math.PI) * 1.0F * f1;
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this.leftArm.rotateAngleX = MathHelper.cos(f * 0.3662F) * 1.0F * f1;
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this.hornAppendage1.rotateAngleX = this.Head.rotateAngleX;
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this.hornAppendage1.rotateAngleY = this.Head.rotateAngleY;
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