Inspired by 2020's April Fools' 20w14infinite Snapshot, this mod brings endless randomly generated dimensions into Minecraft.
1package net.lerariemann.infinity.entity.client;
2
3import net.lerariemann.infinity.entity.custom.ChaosSkeleton;
4import net.lerariemann.infinity.util.VersionMethods;
5import net.minecraft.client.model.SkeletonModel;
6import net.minecraft.client.model.geom.ModelLayers;
7//? if >1.21.9 {
8/*import net.minecraft.client.renderer.entity.ArmorModelSet;
9*///?}
10//? if >1.21.1 {
11import net.minecraft.client.renderer.entity.AbstractSkeletonRenderer;
12//?} else {
13/*import net.minecraft.client.renderer.entity.SkeletonRenderer;
14*///?}
15import net.minecraft.client.renderer.entity.EntityRendererProvider;
16import net.minecraft.resources.ResourceLocation;
17
18public class ChaosSkeletonRenderer extends
19 //? if <1.21.1 {
20 /*SkeletonRenderer
21 *///?}
22 //? if =1.21.1 {
23 /*SkeletonRenderer<ChaosSkeleton>
24 *///?}
25 //? if >1.21.1 {
26 AbstractSkeletonRenderer<ChaosSkeleton, TintedRenderState.Skeleton>
27 //?}
28{
29 public static final ResourceLocation TEXTURE = VersionMethods.id("textures/entity/skeleton/skeleton.png");
30
31 public ChaosSkeletonRenderer(EntityRendererProvider.Context context) {
32 //? if >1.21.9 {
33 /*super(context, ModelLayers.SKELETON, ModelLayers.SKELETON_ARMOR);
34 *///?} else if >1.21.2 {
35 super(context, ModelLayers.SKELETON, ModelLayers.SKELETON_INNER_ARMOR, ModelLayers.SKELETON_OUTER_ARMOR);
36 //?} else {
37 /*super(context);
38 *///?}
39 this.addLayer(new TintedLayerRenderer<>(this, new SkeletonModel<>(context.bakeLayer(ModelLayers.SKELETON))));
40 }
41
42 //? if >1.21.2 {
43 @Override
44 public TintedRenderState.Skeleton createRenderState() {
45 return new TintedRenderState.Skeleton();
46 }
47
48 @Override
49 public void extractRenderState(ChaosSkeleton skeleton, TintedRenderState.Skeleton state, float f) {
50 super.extractRenderState(skeleton, state, f);
51 state.colour = skeleton.getColorForRender();
52 }
53
54 @Override
55 public ResourceLocation getTextureLocation(TintedRenderState.Skeleton renderState) {
56 return TEXTURE;
57 }
58 //?}
59}