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.client.model.ModelIronGolem;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.monster.EntityIronGolem;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
@SideOnly(Side.CLIENT)
public class RenderIronGolem extends RenderLiving
{
/** Iron Golem's Model. */
private ModelIronGolem ironGolemModel;
public RenderIronGolem()
{
super(new ModelIronGolem(), 0.5F);
this.ironGolemModel = (ModelIronGolem)this.mainModel;
}
/**
* Renders the Iron Golem.
*/
public void doRenderIronGolem(EntityIronGolem par1EntityIronGolem, double par2, double par4, double par6, float par8, float par9)
{
super.doRenderLiving(par1EntityIronGolem, par2, par4, par6, par8, par9);
}
/**
* Rotates Iron Golem corpse.
*/
protected void rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem, float par2, float par3, float par4)
{
super.rotateCorpse(par1EntityIronGolem, par2, par3, par4);
if ((double)par1EntityIronGolem.limbYaw >= 0.01D)
{
float f3 = 13.0F;
float f4 = par1EntityIronGolem.limbSwing - par1EntityIronGolem.limbYaw * (1.0F - par4) + 6.0F;
float f5 = (Math.abs(f4 % f3 - f3 * 0.5F) - f3 * 0.25F) / (f3 * 0.25F);
GL11.glRotatef(6.5F * f5, 0.0F, 0.0F, 1.0F);
}
}
/**
* Renders Iron Golem Equipped items.
*/
protected void renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem, float par2)
{
super.renderEquippedItems(par1EntityIronGolem, par2);
if (par1EntityIronGolem.getHoldRoseTick() != 0)
{
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glPushMatrix();
GL11.glRotatef(5.0F + 180.0F * this.ironGolemModel.ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(-0.6875F, 1.25F, -0.9375F);
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
float f1 = 0.8F;
GL11.glScalef(f1, -f1, f1);
int i = par1EntityIronGolem.getBrightnessForRender(par2);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
this.loadTexture("/terrain.png");
this.renderBlocks.renderBlockAsItem(Block.plantRed, 0, 1.0F);
GL11.glPopMatrix();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}
}
protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
{
this.renderIronGolemEquippedItems((EntityIronGolem)par1EntityLiving, par2);
}
protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
{
this.rotateIronGolemCorpse((EntityIronGolem)par1EntityLiving, par2, par3, par4);
}
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
{
this.doRenderIronGolem((EntityIronGolem)par1EntityLiving, par2, par4, par6, par8, par9);
}
/**
* 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.doRenderIronGolem((EntityIronGolem)par1Entity, par2, par4, par6, par8, par9);
}
}