历史 - net.minecraft.client.model.HumanoidModel
1.21.11
名称
gvy
gzo
字段
ModelPart: o, head, field_3398, head, f_102808_
ModelPart: h, head, field_3398, head, f_102808_
ModelPart: p, hat, field_3394, hat, f_102809_
ModelPart: i, hat, field_3394, hat, f_102809_
ModelPart: q, body, field_3391, body, f_102810_
ModelPart: j, body, field_3391, body, f_102810_
ModelPart: r, rightArm, field_3401, rightArm, f_102811_
ModelPart: k, rightArm, field_3401, rightArm, f_102811_
ModelPart: s, leftArm, field_27433, leftArm, f_102812_
ModelPart: l, leftArm, field_27433, leftArm, f_102812_
ModelPart: t, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: m, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: u, leftLeg, field_3397, leftLeg, f_102814_
ModelPart: n, leftLeg, field_3397, leftLeg, f_102814_
float: j, OVERLAY_SCALE, field_32505, field_32505, f_170673_
float: c, OVERLAY_SCALE, field_32505, field_32505, f_170673_
float: k, HAT_OVERLAY_SCALE, field_32506, field_32506, f_170674_
float: d, HAT_OVERLAY_SCALE, field_32506, field_32506, f_170674_
float: b, SPYGLASS_ARM_ROT_Y, field_32503, SPYGLASS_ARM_YAW_OFFSET, f_170671_
float: r, SPYGLASS_ARM_ROT_Y, field_32503, SPYGLASS_ARM_YAW_OFFSET, f_170671_
float: c, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: s, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: d, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: t, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: m, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: f, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: n, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
float: g, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
float: l, LEGGINGS_OVERLAY_SCALE, field_42513, field_42513, f_268570_
float: e, LEGGINGS_OVERLAY_SCALE, field_42513, field_42513, f_268570_
float: a, DUCK_WALK_ROTATION, field_42512, field_42512, f_268560_
float: q, DUCK_WALK_ROTATION, field_42512, field_42512, f_268560_
float: e, HIGHEST_SHIELD_BLOCKING_ANGLE, field_46576, field_46576, f_302316_
float: u, HIGHEST_SHIELD_BLOCKING_ANGLE, field_46576, field_46576, f_302316_
float: f, LOWEST_SHIELD_BLOCKING_ANGLE, field_46577, field_46577, f_303337_
float: v, LOWEST_SHIELD_BLOCKING_ANGLE, field_46577, field_46577, f_303337_
float: g, HORIZONTAL_SHIELD_MOVEMENT_LIMIT, field_46724, field_46724, f_302399_
float: w, HORIZONTAL_SHIELD_MOVEMENT_LIMIT, field_46724, field_46724, f_302399_
MeshTransformer: i, BABY_TRANSFORMER, field_52918, BABY_TRANSFORMER, f_347176_
MeshTransformer: b, BABY_TRANSFORMER, field_52918, BABY_TRANSFORMER, f_347176_
构造函数
方法
ModelPart (): f, getHead, method_2838, getHead, m_5585_
ModelPart (): a, getHead, method_2838, getHead, m_5585_
void (T): a, setupAnim, method_17087, setAngles, m_6251_
void (T): a, setupAnim, method_17087, setAngles, m_102844_
void (T, HumanoidModel$ArmPose): a, poseRightArm, method_30154, positionRightArm, m_102875_
void (T, HumanoidModel$ArmPose): b, poseLeftArm, method_30155, positionLeftArm, m_102878_
void (T, float): a, setupAttackAnimation, method_29353, animateArms, m_7884_
ArmorModelSet<MeshDefinition> (CubeDeformation, CubeDeformation): b, createArmorMeshSet, method_72854, createEquipmentModelData, m_415849_
ArmorModelSet<MeshDefinition> (CubeDeformation, CubeDeformation): a, createArmorMeshSet, method_72854, createEquipmentModelData, m_415849_
void (T): c, poseRightArm, method_30154, positionRightArm, m_102875_
void (T): d, poseLeftArm, method_30155, positionLeftArm, m_102878_
void (T): b, setupAttackAnimation, method_29353, animateArms, m_7884_
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
gnx
gvy
字段
构造函数
方法
void (HumanoidModel<T>): a, copyPropertiesTo, method_64254, copyTransforms, m_102872_
void (boolean): c_, setAllVisible, method_2805, setVisible, m_8009_
void (boolean): a, setAllVisible, method_2805, setVisible, m_8009_
ModelPart (): b, getHead, method_2838, getHead, m_5585_
ModelPart (): f, getHead, method_2838, getHead, m_5585_
void (HumanoidArm, PoseStack): a, translateToHand, method_2803, setArmAngle, m_6002_
void (T): a, setupAnim, method_17087, setAngles, m_6973_
void (T): a, setupAnim, method_17087, setAngles, m_6251_
ArmorModelSet<MeshDefinition> (CubeDeformation, CubeDeformation): b, createArmorMeshSet, method_72854, createEquipmentModelData, m_415849_
ArmorModelSet<MeshDefinition> (Function<CubeDeformation, MeshDefinition>, CubeDeformation, CubeDeformation): a, createArmorMeshSet, method_72853, createEquipmentModelData, m_419623_
MeshDefinition (CubeDeformation): a, createBaseArmorMesh, method_72851, createEquipmentModelData, m_417368_
void (HumanoidRenderState, HumanoidArm, PoseStack): a, translateToHand, method_72852, setArmAngle, m_6002_
1.21.8
名称
gnw
gnx
字段
构造函数
方法
1.21.7
名称
字段
构造函数
方法
1.21.6
名称
gib
gnw
字段
构造函数
方法
1.21.5
名称
gcp
gib
字段
构造函数
方法
1.21.4
名称
gbz
gcp
字段
构造函数
方法
HumanoidModel$ArmPose (T, HumanoidArm): a, getArmPose, method_62081, getArmPose, m_352087_
1.21.3
名称
fvx
gbz
字段
ModelPart: k, head, field_3398, head, f_102808_
ModelPart: o, head, field_3398, head, f_102808_
ModelPart: l, hat, field_3394, hat, f_102809_
ModelPart: p, hat, field_3394, hat, f_102809_
ModelPart: m, body, field_3391, body, f_102810_
ModelPart: q, body, field_3391, body, f_102810_
ModelPart: n, rightArm, field_3401, rightArm, f_102811_
ModelPart: r, rightArm, field_3401, rightArm, f_102811_
ModelPart: o, leftArm, field_27433, leftArm, f_102812_
ModelPart: s, leftArm, field_27433, leftArm, f_102812_
ModelPart: p, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: t, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: q, leftLeg, field_3397, leftLeg, f_102814_
ModelPart: u, leftLeg, field_3397, leftLeg, f_102814_
HumanoidModel$ArmPose: r, leftArmPose, field_3399, leftArmPose, f_102815_
HumanoidModel$ArmPose: s, rightArmPose, field_3395, rightArmPose, f_102816_
boolean: t, crouching, field_3400, sneaking, f_102817_
float: u, swimAmount, field_3396, leaningPitch, f_102818_
float: f, OVERLAY_SCALE, field_32505, field_32505, f_170673_
float: j, OVERLAY_SCALE, field_32505, field_32505, f_170673_
float: g, HAT_OVERLAY_SCALE, field_32506, field_32506, f_170674_
float: k, HAT_OVERLAY_SCALE, field_32506, field_32506, f_170674_
float: w, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: c, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: x, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: d, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: i, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: m, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: j, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
float: n, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
float: h, LEGGINGS_OVERLAY_SCALE, field_42513, field_42513, f_268570_
float: l, LEGGINGS_OVERLAY_SCALE, field_42513, field_42513, f_268570_
float: y, HIGHEST_SHIELD_BLOCKING_ANGLE, field_46576, field_46576, f_302316_
float: e, HIGHEST_SHIELD_BLOCKING_ANGLE, field_46576, field_46576, f_302316_
float: z, LOWEST_SHIELD_BLOCKING_ANGLE, field_46577, field_46577, f_303337_
float: f, LOWEST_SHIELD_BLOCKING_ANGLE, field_46577, field_46577, f_303337_
float: A, HORIZONTAL_SHIELD_MOVEMENT_LIMIT, field_46724, field_46724, f_302399_
float: g, HORIZONTAL_SHIELD_MOVEMENT_LIMIT, field_46724, field_46724, f_302399_
MeshTransformer: i, BABY_TRANSFORMER, field_52918, BABY_TRANSFORMER, f_347176_
构造函数
方法
void (T, float, float, float): a, prepareMobModel, method_17086, animateModel, m_6839_
float (float, float, float): a, rotlerpRad, method_2804, lerpAngle, m_102835_
void (HumanoidModel<T>): a, copyPropertiesTo, method_2818, copyBipedStateTo, m_102872_
void (HumanoidModel<T>): a, copyPropertiesTo, method_64254, copyTransforms, m_102872_
ModelPart (): d, getHead, method_2838, getHead, m_5585_
ModelPart (): b, getHead, method_2838, getHead, m_5585_
HumanoidArm (T): c, getAttackArm, method_2806, getPreferredArm, m_102856_
Iterable<ModelPart> (): a, headParts, method_22946, getHeadParts, m_5607_
Iterable<ModelPart> (): b, bodyParts, method_22948, getBodyParts, m_5608_
void (T, float, float, float, float, float): a, setupAnim, method_17087, setAngles, m_6973_
void (T): a, poseRightArm, method_30154, positionRightArm, m_102875_
void (T): b, poseLeftArm, method_30155, positionLeftArm, m_102878_
void (T, float): a, setupAttackAnimation, method_29353, animateArms, m_7884_
HumanoidModel$ArmPose (T, HumanoidArm): a, getArmPose, method_62081, getArmPose, m_352087_
void (T): a, setupAnim, method_17087, setAngles, m_6973_
void (T, HumanoidModel$ArmPose): a, poseRightArm, method_30154, positionRightArm, m_102875_
void (T, HumanoidModel$ArmPose): b, poseLeftArm, method_30155, positionLeftArm, m_102878_
void (T, float): a, setupAttackAnimation, method_29353, animateArms, m_7884_
1.21.1
名称
字段
构造函数
方法
1.21
名称
fup
fvx
字段
构造函数
方法
void (boolean): b_, setAllVisible, method_2805, setVisible, m_8009_
void (boolean): c_, setAllVisible, method_2805, setVisible, m_8009_
1.20.6
名称
fkk
fup
字段
构造函数
方法
1.20.4
名称
ffq
fkk
字段
float: y, HIGHEST_SHIELD_BLOCKING_ANGLE, field_46576, field_46576, f_302316_
float: z, LOWEST_SHIELD_BLOCKING_ANGLE, field_46577, field_46577, f_303337_
float: A, HORIZONTAL_SHIELD_MOVEMENT_LIMIT, field_46724, field_46724, f_302399_
构造函数
方法
void (boolean): c_, setAllVisible, method_2805, setVisible, m_8009_
void (boolean): b_, setAllVisible, method_2805, setVisible, m_8009_
void (ModelPart, boolean): a, poseBlockingArm, method_54131, positionBlockingArm, m_307799_
1.20.2
名称
fbs
ffq
字段
构造函数
方法
void (boolean): d_, setAllVisible, method_2805, setVisible, m_8009_
void (boolean): c_, setAllVisible, method_2805, setVisible, m_8009_
1.20.1
名称
faf
fbs
字段
构造函数
方法
1.19.4
名称
evw
faf
字段
ModelPart: j, head, field_3398, head, f_102808_
ModelPart: k, head, field_3398, head, f_102808_
ModelPart: k, hat, field_3394, hat, f_102809_
ModelPart: l, hat, field_3394, hat, f_102809_
ModelPart: l, body, field_3391, body, f_102810_
ModelPart: m, body, field_3391, body, f_102810_
ModelPart: m, rightArm, field_3401, rightArm, f_102811_
ModelPart: n, rightArm, field_3401, rightArm, f_102811_
ModelPart: n, leftArm, field_27433, leftArm, f_102812_
ModelPart: o, leftArm, field_27433, leftArm, f_102812_
ModelPart: o, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: p, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: p, leftLeg, field_3397, leftLeg, f_102814_
ModelPart: q, leftLeg, field_3397, leftLeg, f_102814_
HumanoidModel$ArmPose: q, leftArmPose, field_3399, leftArmPose, f_102815_
HumanoidModel$ArmPose: r, leftArmPose, field_3399, leftArmPose, f_102815_
HumanoidModel$ArmPose: r, rightArmPose, field_3395, rightArmPose, f_102816_
HumanoidModel$ArmPose: s, rightArmPose, field_3395, rightArmPose, f_102816_
boolean: s, crouching, field_3400, sneaking, f_102817_
boolean: t, crouching, field_3400, sneaking, f_102817_
float: t, swimAmount, field_3396, leaningPitch, f_102818_
float: u, swimAmount, field_3396, leaningPitch, f_102818_
float: a, SPYGLASS_ARM_ROT_Y, field_32503, SPYGLASS_ARM_YAW_OFFSET, f_170671_
float: b, SPYGLASS_ARM_ROT_Y, field_32503, SPYGLASS_ARM_YAW_OFFSET, f_170671_
float: b, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: w, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: v, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: x, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: h, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: i, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: i, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
float: j, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
float: h, LEGGINGS_OVERLAY_SCALE, field_42513, field_42513, f_268570_
float: a, DUCK_WALK_ROTATION, field_42512, field_42512, f_268560_
构造函数
方法
void (boolean): c_, setAllVisible, method_2805, setVisible, m_8009_
void (boolean): d_, setAllVisible, method_2805, setVisible, m_8009_
1.19.3
名称
erw
evw
字段
构造函数
方法
void (HumanoidModel<T>): a, copyPropertiesTo, method_2818, setAttributes, m_102872_
void (HumanoidModel<T>): a, copyPropertiesTo, method_2818, copyBipedStateTo, m_102872_
void (boolean): d_, setAllVisible, method_2805, setVisible, m_8009_
void (boolean): c_, setAllVisible, method_2805, setVisible, m_8009_
1.19.2
名称
字段
构造函数
方法
1.19.1
名称
eqn
erw
字段
构造函数
方法
1.19
名称
ejv
eqn
字段
ModelPart: h, head, field_3398, head, f_102808_
ModelPart: j, head, field_3398, head, f_102808_
ModelPart: i, hat, field_3394, hat, f_102809_
ModelPart: k, hat, field_3394, hat, f_102809_
ModelPart: j, body, field_3391, body, f_102810_
ModelPart: l, body, field_3391, body, f_102810_
ModelPart: k, rightArm, field_3401, rightArm, f_102811_
ModelPart: m, rightArm, field_3401, rightArm, f_102811_
ModelPart: l, leftArm, field_27433, leftArm, f_102812_
ModelPart: n, leftArm, field_27433, leftArm, f_102812_
ModelPart: m, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: o, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: n, leftLeg, field_3397, leftLeg, f_102814_
ModelPart: p, leftLeg, field_3397, leftLeg, f_102814_
HumanoidModel$ArmPose: o, leftArmPose, field_3399, leftArmPose, f_102815_
HumanoidModel$ArmPose: q, leftArmPose, field_3399, leftArmPose, f_102815_
HumanoidModel$ArmPose: p, rightArmPose, field_3395, rightArmPose, f_102816_
HumanoidModel$ArmPose: r, rightArmPose, field_3395, rightArmPose, f_102816_
boolean: q, crouching, field_3400, sneaking, f_102817_
boolean: s, crouching, field_3400, sneaking, f_102817_
float: r, swimAmount, field_3396, leaningPitch, f_102818_
float: t, swimAmount, field_3396, leaningPitch, f_102818_
float: t, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: v, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
float: h, TOOT_HORN_XROT_BASE, field_39069, field_39069, f_233401_
float: i, TOOT_HORN_YROT_BASE, field_39070, field_39070, f_233402_
构造函数
方法
1.18.2
名称
eio
ejv
字段
构造函数
方法
1.18.1
名称
字段
构造函数
方法
1.18
名称
egl
eio
字段
构造函数
方法
1.17.1
名称
egk
egl
字段
float: a, SPYGLASS_ARM_ROT_Y, field_32503, field_32503, f_170671_
float: a, SPYGLASS_ARM_ROT_Y, field_32503, SPYGLASS_ARM_YAW_OFFSET, f_170671_
float: b, SPYGLASS_ARM_ROT_X, field_32504, field_32504, f_170672_
float: b, SPYGLASS_ARM_ROT_X, field_32504, SPYGLASS_ARM_PITCH_OFFSET, f_170672_
float: t, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, field_32507, f_170675_
float: t, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, SPYGLASS_SNEAKING_ARM_PITCH_OFFSET, f_170675_
构造函数
方法
1.17
名称
dum
egk
net.minecraft.client.renderer.entity.model.BipedModel
net.minecraft.src.C_3829_
字段
ModelPart: f, head, field_3398, head, field_78116_c
ModelPart: h, head, field_3398, head, f_102808_
ModelPart: g, hat, field_3394, hat, field_178720_f
ModelPart: i, hat, field_3394, hat, f_102809_
ModelPart: h, body, field_3391, body, field_78115_e
ModelPart: j, body, field_3391, body, f_102810_
ModelPart: i, rightArm, field_3401, rightArm, field_178723_h
ModelPart: k, rightArm, field_3401, rightArm, f_102811_
ModelPart: j, leftArm, field_3390, leftArm, field_178724_i
ModelPart: l, leftArm, field_27433, leftArm, f_102812_
ModelPart: k, rightLeg, field_3392, rightLeg, field_178721_j
ModelPart: m, rightLeg, field_3392, rightLeg, f_102813_
ModelPart: l, leftLeg, field_3397, leftLeg, field_178722_k
ModelPart: n, leftLeg, field_3397, leftLeg, f_102814_
HumanoidModel$ArmPose: m, leftArmPose, field_3399, leftArmPose, field_187075_l
HumanoidModel$ArmPose: o, leftArmPose, field_3399, leftArmPose, f_102815_
HumanoidModel$ArmPose: n, rightArmPose, field_3395, rightArmPose, field_187076_m
HumanoidModel$ArmPose: p, rightArmPose, field_3395, rightArmPose, f_102816_
boolean: o, crouching, field_3400, sneaking, field_228270_o_
boolean: q, crouching, field_3400, sneaking, f_102817_
float: p, swimAmount, field_3396, leaningPitch, field_205061_a
float: r, swimAmount, field_3396, leaningPitch, f_102818_
float: f, OVERLAY_SCALE, field_32505, field_32505, f_170673_
float: g, HAT_OVERLAY_SCALE, field_32506, field_32506, f_170674_
float: a, SPYGLASS_ARM_ROT_Y, field_32503, field_32503, f_170671_
float: b, SPYGLASS_ARM_ROT_X, field_32504, field_32504, f_170672_
float: t, SPYGLASS_ARM_CROUCH_ROT_X, field_32507, field_32507, f_170675_
构造函数
(float)
(float, float, int, int)
(Function<ResourceLocation, RenderType>, float, float, int, int)
(ModelPart, Function<ResourceLocation, RenderType>)
方法
void (T, float, float, float): a, prepareMobModel, method_17086, animateModel, func_212843_a_
void (T, float, float, float): a, prepareMobModel, method_17086, animateModel, m_6839_
float (float, float, float): a, rotlerpRad, method_2804, lerpAngle, func_205060_a
float (float, float, float): a, rotlerpRad, method_2804, lerpAngle, m_102835_
float (float): a, quadraticArmUpdate, method_2807, method_2807, func_203068_a
float (float): a, quadraticArmUpdate, method_2807, method_2807, m_102833_
void (HumanoidModel<T>): a, copyPropertiesTo, method_2818, setAttributes, func_217148_a
void (HumanoidModel<T>): a, copyPropertiesTo, method_2818, setAttributes, m_102872_
void (boolean): d_, setAllVisible, method_2805, setVisible, func_178719_a
void (boolean): d_, setAllVisible, method_2805, setVisible, m_8009_
ModelPart (HumanoidArm): a, getArm, method_2808, getArm, func_187074_a
ModelPart (HumanoidArm): a, getArm, method_2808, getArm, m_102851_
ModelPart (): c, getHead, method_2838, getHead, func_205072_a
ModelPart (): d, getHead, method_2838, getHead, m_5585_
HumanoidArm (T): a, getAttackArm, method_2806, getPreferredArm, func_217147_a
HumanoidArm (T): c, getAttackArm, method_2806, getPreferredArm, m_102856_
Iterable<ModelPart> (): a, headParts, method_22946, getHeadParts, func_225602_a_
Iterable<ModelPart> (): a, headParts, method_22946, getHeadParts, m_5607_
Iterable<ModelPart> (): b, bodyParts, method_22948, getBodyParts, func_225600_b_
Iterable<ModelPart> (): b, bodyParts, method_22948, getBodyParts, m_5608_
void (T, float, float, float, float, float): a, setupAnim, method_17087, setAngles, func_225597_a_
void (T, float, float, float, float, float): a, setupAnim, method_17087, setAngles, m_6973_
void (HumanoidArm, PoseStack): a, translateToHand, method_2803, setArmAngle, func_225599_a_
void (HumanoidArm, PoseStack): a, translateToHand, method_2803, setArmAngle, m_6002_
void (T): b, poseRightArm, method_30154, method_30154, func_241654_b_
void (T): a, poseRightArm, method_30154, positionRightArm, m_102875_
void (T): c, poseLeftArm, method_30155, method_30155, func_241655_c_
void (T): b, poseLeftArm, method_30155, positionLeftArm, m_102878_
void (T, float): a, setupAttackAnimation, method_29353, method_29353, func_230486_a_
void (T, float): a, setupAttackAnimation, method_29353, animateArms, m_7884_
MeshDefinition (CubeDeformation, float): a, createMesh, method_32011, getModelData, m_170681_
1.16.5
名称
字段
ModelPart: g, hat, field_3394, helmet, field_178720_f
ModelPart: g, hat, field_3394, hat, field_178720_f
ModelPart: h, body, field_3391, torso, field_78115_e
ModelPart: h, body, field_3391, body, field_78115_e
构造函数
方法
1.16.4
名称
due
dum
字段
构造函数
方法
1.16.3
名称
字段
构造函数
方法
1.16.2
名称
dwf
due
字段
boolean: o, crouching, field_3400, isSneaking, field_228270_o_
boolean: o, crouching, field_3400, sneaking, field_228270_o_
构造函数
方法
1.16.1
名称
dlj
dwf
字段
float: p, swimAmount, field_3396, field_205061_a
float: p, swimAmount, field_3396, leaningPitch, field_205061_a
float: a, itemUseTicks, field_3393, itemUsedTime, field_217149_a
构造函数
方法
float (float): a, quadraticArmUpdate, method_2807, func_203068_a
float (float): a, quadraticArmUpdate, method_2807, method_2807, func_203068_a
void (boolean): b_, setAllVisible, method_2805, setVisible, func_178719_a
void (boolean): d_, setAllVisible, method_2805, setVisible, func_178719_a
void (T): b, poseRightArm, method_30154, method_30154, func_241654_b_
void (T): c, poseLeftArm, method_30155, method_30155, func_241655_c_
void (T, float): a, setupAttackAnimation, method_29353, method_29353, func_230486_a_
1.15.2
名称
dlg
dlj
字段
构造函数
方法
1.15.1
名称
字段
构造函数
方法
1.15
名称
dhp
dlg
字段
boolean: o, sneaking, field_3400, isSneaking, field_78117_n
boolean: o, crouching, field_3400, isSneaking, field_228270_o_
float: a, itemUseTicks, field_3393, field_217149_a
float: a, itemUseTicks, field_3393, itemUsedTime, field_217149_a
构造函数
()
(Function<ResourceLocation, RenderType>, float, float, int, int)
方法
void (T, float, float, float, float, float, float): b, render, method_17088, render, func_78088_a
void (T, float, float, float, float, float, float): a, setupAnim, method_17087, setAngles, func_212844_a_
float (float, float, float): a, rotlerpRad, method_2804, func_205060_a
float (float, float, float): a, rotlerpRad, method_2804, lerpAngle, func_205060_a
void (float, HumanoidArm): a, translateToHand, method_2803, setArmAngle, func_187073_a
ModelPart (): a, getHead, method_2838, getHead, func_205072_a
ModelPart (): c, getHead, method_2838, getHead, func_205072_a
Iterable<ModelPart> (): a, headParts, method_22946, getHeadParts, func_225602_a_
Iterable<ModelPart> (): b, bodyParts, method_22948, getBodyParts, func_225600_b_
void (T, float, float, float, float, float): a, setupAnim, method_17087, setAngles, func_225597_a_
void (HumanoidArm, PoseStack): a, translateToHand, method_2803, setArmAngle, func_225599_a_
1.14.4
名称
dfb
dhp
net.minecraft.client.model.HumanoidModel
字段
Cuboid: f, field_3398, head, field_78116_c
ModelPart: f, head, field_3398, head, field_78116_c
Cuboid: g, field_3394, headwear, field_178720_f
ModelPart: g, hat, field_3394, helmet, field_178720_f
Cuboid: h, field_3391, body, field_78115_e
ModelPart: h, body, field_3391, torso, field_78115_e
Cuboid: i, field_3401, rightArm, field_178723_h
ModelPart: i, rightArm, field_3401, rightArm, field_178723_h
Cuboid: j, field_3390, leftArm, field_178724_i
ModelPart: j, leftArm, field_3390, leftArm, field_178724_i
Cuboid: k, field_3392, rightLeg, field_178721_j
ModelPart: k, rightLeg, field_3392, rightLeg, field_178721_j
Cuboid: l, field_3397, leftLeg, field_178722_k
ModelPart: l, leftLeg, field_3397, leftLeg, field_178722_k
BipedEntityModel$ArmPose: m, field_3399, leftArmPose, field_187075_l
HumanoidModel$ArmPose: m, leftArmPose, field_3399, leftArmPose, field_187075_l
BipedEntityModel$ArmPose: n, field_3395, rightArmPose, field_187076_m
HumanoidModel$ArmPose: n, rightArmPose, field_3395, rightArmPose, field_187076_m
boolean: o, field_3400, isSneaking, field_78117_n
boolean: o, sneaking, field_3400, isSneaking, field_78117_n
float: p, field_3396, field_3396, field_205061_a
float: p, swimAmount, field_3396, field_205061_a
float: a, field_3393, field_3393, field_217149_a
float: a, itemUseTicks, field_3393, field_217149_a
构造函数
方法
void (T, float, float, float, float, float, float): b, method_17088, method_17088, func_78088_a
void (T, float, float, float, float, float, float): b, render, method_17088, render, func_78088_a
void (T, float, float, float): a, method_17086, method_17086, func_212843_a_
void (T, float, float, float): a, prepareMobModel, method_17086, animateModel, func_212843_a_
void (T, float, float, float, float, float, float): a, method_17087, method_17087, func_212844_a_
void (T, float, float, float, float, float, float): a, setupAnim, method_17087, setAngles, func_212844_a_
float (float, float, float): a, method_2804, method_2804, func_205060_a
float (float, float, float): a, rotlerpRad, method_2804, func_205060_a
float (float): a, method_2807, method_2807, func_203068_a
float (float): a, quadraticArmUpdate, method_2807, func_203068_a
void (BipedEntityModel<T>): a, method_2818, setAttributes, func_217148_a
void (HumanoidModel<T>): a, copyPropertiesTo, method_2818, setAttributes, func_217148_a
void (boolean): b_, method_2805, setVisible, func_178719_a
void (boolean): b_, setAllVisible, method_2805, setVisible, func_178719_a
void (float, EnumMainHand): a, method_2803, setArmAngle, func_187073_a
void (float, HumanoidArm): a, translateToHand, method_2803, setArmAngle, func_187073_a
Cuboid (EnumMainHand): a, method_2808, getArm, func_187074_a
ModelPart (HumanoidArm): a, getArm, method_2808, getArm, func_187074_a
Cuboid (): a, method_2838, getHead, func_205072_a
ModelPart (): a, getHead, method_2838, getHead, func_205072_a
EnumMainHand (T): a, method_2806, getPreferredArm, func_217147_a
HumanoidArm (T): a, getAttackArm, method_2806, getPreferredArm, func_217147_a
1.14.3
名称
dex
dfb
net.minecraft.client.render.entity.model.BipedEntityModel
字段
RendererModel: f, field_3398, field_78116_c
Cuboid: f, field_3398, head, field_78116_c
RendererModel: g, field_3394, field_178720_f
Cuboid: g, field_3394, headwear, field_178720_f
RendererModel: h, field_3391, field_78115_e
Cuboid: h, field_3391, body, field_78115_e
RendererModel: i, field_3401, field_178723_h
Cuboid: i, field_3401, rightArm, field_178723_h
RendererModel: j, field_3390, field_178724_i
Cuboid: j, field_3390, leftArm, field_178724_i
RendererModel: k, field_3392, field_178721_j
Cuboid: k, field_3392, rightLeg, field_178721_j
RendererModel: l, field_3397, field_178722_k
Cuboid: l, field_3397, leftLeg, field_178722_k
BipedModel$ArmPose: m, field_3399, field_187075_l
BipedEntityModel$ArmPose: m, field_3399, leftArmPose, field_187075_l
BipedModel$ArmPose: n, field_3395, field_187076_m
BipedEntityModel$ArmPose: n, field_3395, rightArmPose, field_187076_m
boolean: o, field_3400, field_78117_n
boolean: o, field_3400, isSneaking, field_78117_n
float: p, field_3396, field_205061_a
float: p, field_3396, field_3396, field_205061_a
float: a, field_3393, field_217149_a
float: a, field_3393, field_3393, field_217149_a
构造函数
方法
void (T, float, float, float, float, float, float): b, method_17088, func_78088_a
void (T, float, float, float, float, float, float): b, method_17088, method_17088, func_78088_a
void (T, float, float, float): a, method_17086, func_212843_a_
void (T, float, float, float): a, method_17086, method_17086, func_212843_a_
void (T, float, float, float, float, float, float): a, method_17087, func_212844_a_
void (T, float, float, float, float, float, float): a, method_17087, method_17087, func_212844_a_
float (float, float, float): a, method_2804, func_205060_a
float (float, float, float): a, method_2804, method_2804, func_205060_a
float (float): a, method_2807, func_203068_a
float (float): a, method_2807, method_2807, func_203068_a
void (BipedModel<T>): a, method_2818, func_217148_a
void (BipedEntityModel<T>): a, method_2818, setAttributes, func_217148_a
void (boolean): b_, method_2805, func_178719_a
void (boolean): b_, method_2805, setVisible, func_178719_a
void (float, EnumMainHand): a, method_2803, func_187073_a
void (float, EnumMainHand): a, method_2803, setArmAngle, func_187073_a
RendererModel (EnumMainHand): a, method_2808, func_187074_a
Cuboid (EnumMainHand): a, method_2808, getArm, func_187074_a
RendererModel (): a, method_2838, func_205072_a
Cuboid (): a, method_2838, getHead, func_205072_a
EnumMainHand (T): a, method_2806, func_217147_a
EnumMainHand (T): a, method_2806, getPreferredArm, func_217147_a
1.14.2
名称
字段
构造函数
方法
1.14.1
名称
dev
dex
字段
构造函数
方法
1.14
名称
dev
net.minecraft.class_572
net.minecraft.client.renderer.entity.model.BipedModel
字段
RendererModel: f, field_3398, field_78116_c
RendererModel: g, field_3394, field_178720_f
RendererModel: h, field_3391, field_78115_e
RendererModel: i, field_3401, field_178723_h
RendererModel: j, field_3390, field_178724_i
RendererModel: k, field_3392, field_178721_j
RendererModel: l, field_3397, field_178722_k
BipedModel$ArmPose: m, field_3399, field_187075_l
BipedModel$ArmPose: n, field_3395, field_187076_m
boolean: o, field_3400, field_78117_n
float: p, field_3396, field_205061_a
float: a, field_3393, field_217149_a
构造函数
()
(float)
(float, float, int, int)
方法
void (T, float, float, float, float, float, float): b, method_17088, func_78088_a
void (T, float, float, float): a, method_17086, func_212843_a_
void (T, float, float, float, float, float, float): a, method_17087, func_212844_a_
float (float, float, float): a, method_2804, func_205060_a
float (float): a, method_2807, func_203068_a
void (BipedModel<T>): a, method_2818, func_217148_a
void (boolean): b_, method_2805, func_178719_a
void (float, EnumMainHand): a, method_2803, func_187073_a
RendererModel (EnumMainHand): a, method_2808, func_187074_a
RendererModel (): a, method_2838, func_205072_a
EnumMainHand (T): a, method_2806, func_217147_a