package net.minecraft.client.renderer.tileentity;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.model.ModelSkeletonHead;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityWitherSkull;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
@SideOnly(Side.CLIENT)
public class RenderWitherSkull extends Render
{
/** The Skeleton's head model. */
ModelSkeletonHead skeletonHeadModel = new ModelSkeletonHead();
private float func_82400_a(float par1, float par2, float par3)
{
float f3;
for (f3 = par2 - par1; f3 < -180.0F; f3 += 360.0F)
{
;
}
while (f3 >= 180.0F)
{
f3 -= 360.0F;
}
return par1 + par3 * f3;
}
public void func_82399_a(EntityWitherSkull par1EntityWitherSkull, double par2, double par4, double par6, float par8, float par9)
{
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_CULL_FACE);
float f2 = this.func_82400_a(par1EntityWitherSkull.prevRotationYaw, par1EntityWitherSkull.rotationYaw, par9);
float f3 = par1EntityWitherSkull.prevRotationPitch + (par1EntityWitherSkull.rotationPitch - par1EntityWitherSkull.prevRotationPitch) * par9;
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
float f4 = 0.0625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(-1.0F, -1.0F, 1.0F);
GL11.glEnable(GL11.GL_ALPHA_TEST);
if (par1EntityWitherSkull.isInvulnerable())
{
this.loadTexture("/mob/wither_invul.png");
}
else
{
this.loadTexture("/mob/wither.png");
}
this.skeletonHeadModel.render(par1EntityWitherSkull, 0.0F, 0.0F, 0.0F, f2, f3, f4);
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.func_82399_a((EntityWitherSkull)par1Entity, par2, par4, par6, par8, par9);
}
}