package net.minecraft.client.renderer.entity; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.BlockAnvil; import net.minecraft.block.BlockDragonEgg; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityFallingSand; import net.minecraft.util.MathHelper; import net.minecraft.world.World; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class RenderFallingSand extends Render { private RenderBlocks sandRenderBlocks = new RenderBlocks(); public RenderFallingSand() { this.shadowSize = 0.5F; } /** * The actual render method that is used in doRender */ public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9) { World world = par1EntityFallingSand.getWorld(); Block block = Block.blocksList[par1EntityFallingSand.blockID]; if (world.getBlockId(MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ)) != par1EntityFallingSand.blockID) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); this.loadTexture("/terrain.png"); GL11.glDisable(GL11.GL_LIGHTING); Tessellator tessellator; if (block instanceof BlockAnvil && block.getRenderType() == 35) { this.sandRenderBlocks.blockAccess = world; tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F)); this.sandRenderBlocks.renderBlockAnvilMetadata((BlockAnvil)block, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata); tessellator.setTranslation(0.0D, 0.0D, 0.0D); tessellator.draw(); } else if (block.getRenderType() == 27) { this.sandRenderBlocks.blockAccess = world; tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F)); this.sandRenderBlocks.renderBlockDragonEgg((BlockDragonEgg)block, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ)); tessellator.setTranslation(0.0D, 0.0D, 0.0D); tessellator.draw(); } else if (block != null) { this.sandRenderBlocks.setRenderBoundsFromBlock(block); this.sandRenderBlocks.renderBlockSandFalling(block, world, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata); } GL11.glEnable(GL11.GL_LIGHTING); 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) { this.doRenderFallingSand((EntityFallingSand)par1Entity, par2, par4, par6, par8, par9); } }