Package me.ashtheking.dragons.render

Source Code of me.ashtheking.dragons.render.RenderStaffEntity

package me.ashtheking.dragons.render;

import me.ashtheking.dragons.magic.StaffEntity;
import net.minecraft.src.Entity;
import net.minecraft.src.Render;
import net.minecraft.src.Tessellator;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

public class RenderStaffEntity extends Render
{
    private float field_40269_a;
    byte byte0;
    public RenderStaffEntity(float par1)
    {
        field_40269_a = par1;
    }
  
    public void doRenderStaffEntity(StaffEntity e, double par2, double par4, double par6, float par8, float par9)
    {
       GL11.glPushMatrix();
         GL11.glTranslatef((float)par2, (float)par4, (float)par6);
         GL11.glEnable(GL12.GL_RESCALE_NORMAL);
         float f = field_40269_a;
         GL11.glScalef(f / 1.0F, f / 1.0F, f / 1.0F);
         String s = e.particletype;
        
         if(s.equalsIgnoreCase("flame"))
           byte0 = 0;
         else if(s.equalsIgnoreCase("splash"))
             byte0 = 1;
         else if(s.equalsIgnoreCase("reddust"))
             byte0 = 2;
         else{byte0 = 0;}
        
         loadTexture("/dragons/items.png");
         Tessellator tessellator = Tessellator.instance;
         float f1 = (float)((byte0 % 16) * 16 + 0) / 256F;
         float f2 = (float)((byte0 % 16) * 16 + 16) / 256F;
         float f3 = (float)((byte0 / 16) * 16 + 0) / 256F;
         float f4 = (float)((byte0 / 16) * 16 + 16) / 256F;
         float f5 = 1.0F;
         float f6 = 0.5F;
         float f7 = 0.25F;
         GL11.glRotatef(180F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
         GL11.glRotatef(-renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
         tessellator.startDrawingQuads();
         tessellator.setNormal(0.0F, 1.0F, 0.0F);
         tessellator.addVertexWithUV(0.0F - f6, 0.0F - f7, 0.0D, f1, f4);
         tessellator.addVertexWithUV(f5 - f6, 0.0F - f7, 0.0D, f2, f4);
         tessellator.addVertexWithUV(f5 - f6, 1.0F - f7, 0.0D, f2, f3);
         tessellator.addVertexWithUV(0.0F - f6, 1.0F - f7, 0.0D, f1, f3);
         tessellator.draw();
         GL11.glDisable(GL12.GL_RESCALE_NORMAL);
         GL11.glPopMatrix();
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        doRenderStaffEntity((StaffEntity)par1Entity, par2, par4, par6, par8, par9);
    }
}
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