Java Code Examples for net.minecraft.entity.monster.EntityCreeper.isInvisible()

The following are Jave code examples for showing how to use isInvisible() of the net.minecraft.entity.monster.EntityCreeper class. You can vote up the examples you like. Your votes will be used in our system to get more good examples.
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Example 1
Project: DecompiledMinecraft   File: LayerCreeperCharge.java   View Source Code Vote up 5 votes
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
    if (entitylivingbaseIn.getPowered())
    {
        boolean flag = entitylivingbaseIn.isInvisible();
        GlStateManager.depthMask(!flag);
        this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
        GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
        GlStateManager.matrixMode(5888);
        GlStateManager.enableBlend();
        float f1 = 0.5F;
        GlStateManager.color(f1, f1, f1, 1.0F);
        GlStateManager.disableLighting();
        GlStateManager.blendFunc(1, 1);
        this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
        this.creeperModel.render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        GlStateManager.matrixMode(5888);
        GlStateManager.enableLighting();
        GlStateManager.disableBlend();
        GlStateManager.depthMask(flag);
    }
}
 
Example 2
Project: BaseClient   File: LayerCreeperCharge.java   View Source Code Vote up 5 votes
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
    if (entitylivingbaseIn.getPowered())
    {
        boolean flag = entitylivingbaseIn.isInvisible();
        GlStateManager.depthMask(!flag);
        this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
        GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
        GlStateManager.matrixMode(5888);
        GlStateManager.enableBlend();
        float f1 = 0.5F;
        GlStateManager.color(f1, f1, f1, 1.0F);
        GlStateManager.disableLighting();
        GlStateManager.blendFunc(1, 1);
        this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
        this.creeperModel.render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        GlStateManager.matrixMode(5888);
        GlStateManager.enableLighting();
        GlStateManager.disableBlend();
        GlStateManager.depthMask(flag);
    }
}
 
Example 3
Project: BaseClient   File: LayerCreeperCharge.java   View Source Code Vote up 5 votes
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
    if (entitylivingbaseIn.getPowered())
    {
        boolean flag = entitylivingbaseIn.isInvisible();
        GlStateManager.depthMask(!flag);
        this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
        GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
        GlStateManager.matrixMode(5888);
        GlStateManager.enableBlend();
        float f1 = 0.5F;
        GlStateManager.color(f1, f1, f1, 1.0F);
        GlStateManager.disableLighting();
        GlStateManager.blendFunc(1, 1);
        this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
        this.creeperModel.render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        GlStateManager.matrixMode(5888);
        GlStateManager.enableLighting();
        GlStateManager.disableBlend();
        GlStateManager.depthMask(flag);
    }
}
 
Example 4
Project: Backmemed   File: LayerCreeperCharge.java   View Source Code Vote up 5 votes
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    if (entitylivingbaseIn.getPowered())
    {
        boolean flag = entitylivingbaseIn.isInvisible();
        GlStateManager.depthMask(!flag);
        this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
        GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
        GlStateManager.matrixMode(5888);
        GlStateManager.enableBlend();
        float f1 = 0.5F;
        GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
        GlStateManager.disableLighting();
        GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
        this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
        Minecraft.getMinecraft().entityRenderer.func_191514_d(true);
        this.creeperModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
        Minecraft.getMinecraft().entityRenderer.func_191514_d(false);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        GlStateManager.matrixMode(5888);
        GlStateManager.enableLighting();
        GlStateManager.disableBlend();
        GlStateManager.depthMask(flag);
    }
}
 
Example 5
Project: CustomWorldGen   File: LayerCreeperCharge.java   View Source Code Vote up 5 votes
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    if (entitylivingbaseIn.getPowered())
    {
        boolean flag = entitylivingbaseIn.isInvisible();
        GlStateManager.depthMask(!flag);
        this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
        GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
        GlStateManager.matrixMode(5888);
        GlStateManager.enableBlend();
        float f1 = 0.5F;
        GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
        GlStateManager.disableLighting();
        GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
        this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
        this.creeperModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        GlStateManager.matrixMode(5888);
        GlStateManager.enableLighting();
        GlStateManager.disableBlend();
        GlStateManager.depthMask(flag);
    }
}
 
Example 6
Project: ExpandedRailsMod   File: LayerCreeperCharge.java   View Source Code Vote up 5 votes
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
    if (entitylivingbaseIn.getPowered())
    {
        boolean flag = entitylivingbaseIn.isInvisible();
        GlStateManager.depthMask(!flag);
        this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
        GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
        GlStateManager.matrixMode(5888);
        GlStateManager.enableBlend();
        float f1 = 0.5F;
        GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
        GlStateManager.disableLighting();
        GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
        this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
        this.creeperModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
        GlStateManager.matrixMode(5890);
        GlStateManager.loadIdentity();
        GlStateManager.matrixMode(5888);
        GlStateManager.enableLighting();
        GlStateManager.disableBlend();
        GlStateManager.depthMask(flag);
    }
}
 
Example 7
Project: ChameleonCreepersMod   File: RenderChameleonCreeper.java   View Source Code Vote up 4 votes
/**
 * Renders the model in RenderLiving
 */
@Override
protected void renderModel(EntityCreeper entitylivingbaseIn, float p_77036_2_, float p_77036_3_, float p_77036_4_, float p_77036_5_, float p_77036_6_, float p_77036_7_) {
    boolean flag = !entitylivingbaseIn.isInvisible();
    boolean flag1 = !flag && !entitylivingbaseIn.isInvisibleToPlayer(Minecraft.getMinecraft().player);

    if (flag || flag1)
    {
        if (!this.bindEntityTexture(entitylivingbaseIn))
        {
            return;
        }

        if (flag1)
        {
            GlStateManager.pushMatrix();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 0.15F);
            GlStateManager.depthMask(false);
            GlStateManager.enableBlend();
            GlStateManager.blendFunc(770, 771);
            GlStateManager.alphaFunc(516, 0.003921569F);
        }

        // THIS IS WHERE THE MAGIC HAPPENS
        //==========================================================================================================
        if(entitylivingbaseIn.hurtTime <= 0 || entitylivingbaseIn.deathTime > 0) {

            // Save the current OpenGL color to re-set it later
            GL11.glGetFloat(GL11.GL_CURRENT_COLOR, currentGLColor);

            int[] colorTint = BiomeColors.getBlockColors(entitylivingbaseIn, shouldOnlyUseGrassColors());
            GL11.glColor4f(colorTint[0] / 255.f, colorTint[1] / 255.f, colorTint[2] / 255.f, 1.0F);
        }
        //==========================================================================================================
        // END OF MAGIC

        this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);

        // Re-set the GL color
        GL11.glColor4f(currentGLColor.get(0),currentGLColor.get(1),currentGLColor.get(2),currentGLColor.get(3));

        if (flag1)
        {
            GlStateManager.disableBlend();
            GlStateManager.alphaFunc(516, 0.1F);
            GlStateManager.popMatrix();
            GlStateManager.depthMask(true);
        }
    }
}
 
Example 8
Project: Resilience-Client-Source   File: RenderCreeper.java   View Source Code Vote up 4 votes
/**
 * Queries whether should render the specified pass or not.
 */
protected int shouldRenderPass(EntityCreeper par1EntityCreeper, int par2, float par3)
{
    if (par1EntityCreeper.getPowered())
    {
        if (par1EntityCreeper.isInvisible())
        {
            GL11.glDepthMask(false);
        }
        else
        {
            GL11.glDepthMask(true);
        }

        if (par2 == 1)
        {
            float var4 = (float)par1EntityCreeper.ticksExisted + par3;
            this.bindTexture(armoredCreeperTextures);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            float var5 = var4 * 0.01F;
            float var6 = var4 * 0.01F;
            GL11.glTranslatef(var5, var6, 0.0F);
            this.setRenderPassModel(this.creeperModel);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_BLEND);
            float var7 = 0.5F;
            GL11.glColor4f(var7, var7, var7, 1.0F);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            return 1;
        }

        if (par2 == 2)
        {
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
        }
    }

    return -1;
}
 
Example 9
Project: Cauldron   File: RenderCreeper.java   View Source Code Vote up 4 votes
protected int shouldRenderPass(EntityCreeper p_77032_1_, int p_77032_2_, float p_77032_3_)
{
    if (p_77032_1_.getPowered())
    {
        if (p_77032_1_.isInvisible())
        {
            GL11.glDepthMask(false);
        }
        else
        {
            GL11.glDepthMask(true);
        }

        if (p_77032_2_ == 1)
        {
            float f1 = (float)p_77032_1_.ticksExisted + p_77032_3_;
            this.bindTexture(armoredCreeperTextures);
            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.creeperModel);
            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);
            return 1;
        }

        if (p_77032_2_ == 2)
        {
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
        }
    }

    return -1;
}
 
Example 10
Project: Cauldron   File: RenderCreeper.java   View Source Code Vote up 4 votes
protected int shouldRenderPass(EntityCreeper p_77032_1_, int p_77032_2_, float p_77032_3_)
{
    if (p_77032_1_.getPowered())
    {
        if (p_77032_1_.isInvisible())
        {
            GL11.glDepthMask(false);
        }
        else
        {
            GL11.glDepthMask(true);
        }

        if (p_77032_2_ == 1)
        {
            float f1 = (float)p_77032_1_.ticksExisted + p_77032_3_;
            this.bindTexture(armoredCreeperTextures);
            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.creeperModel);
            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);
            return 1;
        }

        if (p_77032_2_ == 2)
        {
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
        }
    }

    return -1;
}
 
Example 11
Project: RuneCraftery   File: RenderCreeper.java   View Source Code Vote up 4 votes
/**
 * A method used to render a creeper's powered form as a pass model.
 */
protected int renderCreeperPassModel(EntityCreeper par1EntityCreeper, int par2, float par3)
{
    if (par1EntityCreeper.getPowered())
    {
        if (par1EntityCreeper.isInvisible())
        {
            GL11.glDepthMask(false);
        }
        else
        {
            GL11.glDepthMask(true);
        }

        if (par2 == 1)
        {
            float f1 = (float)par1EntityCreeper.ticksExisted + par3;
            this.bindTexture(armoredCreeperTextures);
            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.creeperModel);
            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);
            return 1;
        }

        if (par2 == 2)
        {
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDisable(GL11.GL_BLEND);
        }
    }

    return -1;
}