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package net.minecraft.client.renderer.entity;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.SkeletonModel;
import net.minecraft.client.model.geom.ModelLayerLocation;
import net.minecraft.client.renderer.entity.layers.HumanoidArmorLayer;
import net.minecraft.client.renderer.entity.state.SkeletonRenderState;
import net.minecraft.world.entity.HumanoidArm;
import net.minecraft.world.entity.monster.AbstractSkeleton;
import net.minecraft.world.item.Items;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
@OnlyIn(Dist.CLIENT)
public abstract class AbstractSkeletonRenderer<T extends AbstractSkeleton, S extends SkeletonRenderState> extends HumanoidMobRenderer<T, S, SkeletonModel<S>> {
public AbstractSkeletonRenderer(
EntityRendererProvider.Context p_362142_, ModelLayerLocation p_369786_, ModelLayerLocation p_368806_, ModelLayerLocation p_364022_
) {
this(p_362142_, p_368806_, p_364022_, new SkeletonModel<>(p_362142_.bakeLayer(p_369786_)));
}
public AbstractSkeletonRenderer(
EntityRendererProvider.Context p_363000_, ModelLayerLocation p_363059_, ModelLayerLocation p_360859_, SkeletonModel<S> p_360744_
) {
super(p_363000_, p_360744_, 0.5F);
this.addLayer(
new HumanoidArmorLayer<>(
this, new SkeletonModel(p_363000_.bakeLayer(p_363059_)), new SkeletonModel(p_363000_.bakeLayer(p_360859_)), p_363000_.getEquipmentRenderer()
)
);
}
public void extractRenderState(T p_369278_, S p_363603_, float p_362928_) {
super.extractRenderState(p_369278_, p_363603_, p_362928_);
p_363603_.isAggressive = p_369278_.isAggressive();
p_363603_.isShaking = p_369278_.isShaking();
p_363603_.isHoldingBow = p_369278_.getMainHandItem().is(Items.BOW);
}
protected boolean isShaking(S p_366804_) {
return p_366804_.isShaking;
}
protected HumanoidModel.ArmPose getArmPose(AbstractSkeleton p_378753_, HumanoidArm p_376655_) {
return p_378753_.getMainArm() == p_376655_ && p_378753_.isAggressive() && p_378753_.getMainHandItem().is(Items.BOW)
? HumanoidModel.ArmPose.BOW_AND_ARROW
: HumanoidModel.ArmPose.EMPTY;
}
}