More eye tweaks

This commit is contained in:
StevenRS11 2014-04-15 04:30:31 -04:00
parent d86433ef46
commit be7cd9d186
2 changed files with 24 additions and 8 deletions

View file

@ -100,6 +100,12 @@ public class MobMonolith extends EntityFlying implements IMob
{
return false;
}
@Override
public float getEyeHeight()
{
return this.height +2F;
}
public void setEntityPosition(Entity entity, double x, double y, double z)
{
@ -206,14 +212,14 @@ public class MobMonolith extends EntityFlying implements IMob
this.playSound(mod_pocketDim.modid+":monk", 1F, 1F);
this.soundTime=100;
}
if ((aggroPercent>.80)&&this.soundTime<100)
if ((aggroPercent>.70)&&this.soundTime<100)
{
this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ,mod_pocketDim.modid+":tearing",2, 1F);
this.soundTime=200;
this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ,mod_pocketDim.modid+":tearing",1F, (float) (1+this.rand.nextGaussian()));
this.soundTime=100+this.rand.nextInt(75);
}
if ((aggroPercent>.95)&&this.soundTime<200)
if ((aggroPercent>.90)&&this.soundTime<200)
{
this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ,mod_pocketDim.modid+":tearing",5, 1F);
this.worldObj.playSoundEffect(entityPlayer.posX, entityPlayer.posY, entityPlayer.posZ,mod_pocketDim.modid+":tearing",7, 1F);
this.soundTime=250;
}
this.soundTime--;

View file

@ -63,18 +63,28 @@ public class RenderMobObelisk extends RenderLiving
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(false);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
this.mainModel.onGround = this.renderSwingProgress(par1EntityLivingBase, par9);
try
{
float interpolatedYaw = this.interpolateRotation(par1EntityLivingBase.prevRenderYawOffset, par1EntityLivingBase.renderYawOffset, par9);
float interpolatedYawHead = this.interpolateRotation(par1EntityLivingBase.prevRotationYawHead, par1EntityLivingBase.rotationYawHead, par9);
float rotation;
float pitch = par1EntityLivingBase.prevRotationPitch + (par1EntityLivingBase.rotationPitch - par1EntityLivingBase.prevRotationPitch) * par9;
this.renderLivingAt(par1EntityLivingBase, x, y, z);
this.rotateCorpse(par1EntityLivingBase, 0, 0, par9);
rotation = this.handleRotationFloat(par1EntityLivingBase, par9);
this.rotateCorpse(par1EntityLivingBase, rotation, interpolatedYaw, par9);
float f6 = 0.0625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(-1.0F, -1.0F, 1.0F);
this.preRenderCallback(par1EntityLivingBase, par9);
GL11.glRotatef(interpolatedYaw , 0.0F, 1.0F, 0.0F);
GL11.glRotatef(((MobMonolith)par1EntityLivingBase).pitchLevel , 1.0F, 0.0F, 0.0F);
this.renderModel(par1EntityLivingBase, 0, 0, 0,0, 0, 0);
GL11.glTranslatef(0.0F, -24.0F * f6 - 0.0078125F, 0.0F);
this.renderModel(par1EntityLivingBase, 0, 0, rotation, interpolatedYawHead - interpolatedYaw, pitch, f6);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);