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8 | 8 | import net.minecraft.entity.LivingEntity; |
9 | 9 | import net.minecraft.entity.player.PlayerEntity; |
10 | 10 | import net.minecraft.item.CrossbowItem; |
| 11 | +import net.minecraft.item.ItemDisplayContext; |
11 | 12 | import net.minecraft.item.ItemStack; |
12 | 13 | import net.minecraft.item.Items; |
13 | | -import net.minecraft.item.ModelTransformationMode; |
14 | 14 | import net.minecraft.util.Arm; |
15 | 15 | import net.minecraft.util.Hand; |
16 | 16 | import net.minecraft.util.math.MathHelper; |
@@ -47,7 +47,7 @@ public abstract class MixinHeldItemRenderer { |
47 | 47 | protected abstract void applySwingOffset(MatrixStack matrices, Arm arm, float swingProgress); |
48 | 48 |
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49 | 49 | @Shadow |
50 | | - public abstract void renderItem(LivingEntity entity, ItemStack stack, ModelTransformationMode renderMode, boolean leftHanded, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light); |
| 50 | + public abstract void renderItem(LivingEntity entity, ItemStack stack, ItemDisplayContext renderMode, boolean leftHanded, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light); |
51 | 51 |
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52 | 52 | @Shadow |
53 | 53 | protected abstract void applyEatOrDrinkTransformation(MatrixStack matrices, float tickDelta, Arm arm, ItemStack stack, PlayerEntity player); |
@@ -130,7 +130,7 @@ public void renderFirstPersonItem(@NotNull AbstractClientPlayerEntity player, fl |
130 | 130 | } |
131 | 131 | } |
132 | 132 |
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133 | | - this.renderItem(player, item, bl3 ? ModelTransformationMode.FIRST_PERSON_RIGHT_HAND : ModelTransformationMode.FIRST_PERSON_LEFT_HAND, !bl3, matrices, vertexConsumers, light); |
| 133 | + this.renderItem(player, item, bl3 ? ItemDisplayContext.FIRST_PERSON_RIGHT_HAND : ItemDisplayContext.FIRST_PERSON_LEFT_HAND, !bl3, matrices, vertexConsumers, light); |
134 | 134 | } else { |
135 | 135 | bl4 = Arm.RIGHT == arm; |
136 | 136 | int o; |
@@ -187,7 +187,7 @@ public void renderFirstPersonItem(@NotNull AbstractClientPlayerEntity player, fl |
187 | 187 | this.applySwingOffset(matrices, arm, swingProgress); |
188 | 188 | } |
189 | 189 |
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190 | | - this.renderItem(player, item, bl4 ? ModelTransformationMode.FIRST_PERSON_RIGHT_HAND : ModelTransformationMode.FIRST_PERSON_LEFT_HAND, !bl4, matrices, vertexConsumers, light); |
| 190 | + this.renderItem(player, item, bl4 ? ItemDisplayContext.FIRST_PERSON_RIGHT_HAND : ItemDisplayContext.FIRST_PERSON_LEFT_HAND, !bl4, matrices, vertexConsumers, light); |
191 | 191 | } |
192 | 192 | } |
193 | 193 |
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