package net.minecraft.client.renderer.entity;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.model.ModelWither;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.boss.BossStatus;
import net.minecraft.entity.boss.EntityWither;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderWither extends RenderLiving
{
private int field_82419_a;
public RenderWither()
{
super(new ModelWither(), 1.0F);
this.field_82419_a = ((ModelWither)this.mainModel).func_82903_a();
}
public void func_82418_a(EntityWither par1EntityWither, double par2, double par4, double par6, float par8, float par9)
{
BossStatus.func_82824_a(par1EntityWither, true);
int i = ((ModelWither)this.mainModel).func_82903_a();
if (i != this.field_82419_a)
{
this.field_82419_a = i;
this.mainModel = new ModelWither();
}
super.doRenderLiving(par1EntityWither, par2, par4, par6, par8, par9);
}
protected void func_82415_a(EntityWither par1EntityWither, float par2)
{
int i = par1EntityWither.func_82212_n();
if (i > 0)
{
float f1 = 2.0F - ((float)i - par2) / 220.0F * 0.5F;
GL11.glScalef(f1, f1, f1);
}
else
{
GL11.glScalef(2.0F, 2.0F, 2.0F);
}
}
protected int func_82417_a(EntityWither par1EntityWither, int par2, float par3)
{
if (par1EntityWither.isArmored())
{
if (par1EntityWither.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (par2 == 1)
{
float f1 = (float)par1EntityWither.ticksExisted + par3;
this.loadTexture("/armor/witherarmor.png");
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = MathHelper.cos(f1 * 0.02F) * 3.0F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.mainModel);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_BLEND);
float f4 = 0.5F;
GL11.glColor4f(f4, f4, f4, 1.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glTranslatef(0.0F, -0.01F, 0.0F);
GL11.glScalef(1.1F, 1.1F, 1.1F);
return 1;
}
if (par2 == 2)
{
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
}
return -1;
}
protected int func_82416_b(EntityWither par1EntityWither, int par2, float par3)
{
return -1;
}
/**
* Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
* entityLiving, partialTickTime
*/
protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
{
this.func_82415_a((EntityWither)par1EntityLiving, par2);
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
{
return this.func_82417_a((EntityWither)par1EntityLiving, par2, par3);
}
protected int inheritRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
{
return this.func_82416_b((EntityWither)par1EntityLiving, par2, par3);
}
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
{
this.func_82418_a((EntityWither)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.func_82418_a((EntityWither)par1Entity, par2, par4, par6, par8, par9);
}
}