Inspired by 2020's April Fools' 20w14infinite Snapshot, this mod brings endless randomly generated dimensions into Minecraft.
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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}