package net.minecraft.client.renderer.entity; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.Tessellator; import net.minecraft.entity.Entity; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.util.MathHelper; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; @SideOnly(Side.CLIENT) public class RenderArrow extends Render { public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9) { this.loadTexture("/item/arrows.png"); GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F); Tessellator var10 = Tessellator.instance; byte var11 = 0; float var12 = 0.0F; float var13 = 0.5F; float var14 = (float)(0 + var11 * 10) / 32.0F; float var15 = (float)(5 + var11 * 10) / 32.0F; float var16 = 0.0F; float var17 = 0.15625F; float var18 = (float)(5 + var11 * 10) / 32.0F; float var19 = (float)(10 + var11 * 10) / 32.0F; float var20 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float var21 = (float)par1EntityArrow.arrowShake - par9; if (var21 > 0.0F) { float var22 = -MathHelper.sin(var21 * 3.0F) * var21; GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(var20, var20, var20); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(var20, 0.0F, 0.0F); var10.startDrawingQuads(); var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18); var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18); var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19); var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19); var10.draw(); GL11.glNormal3f(-var20, 0.0F, 0.0F); var10.startDrawingQuads(); var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18); var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18); var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19); var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19); var10.draw(); for (int var23 = 0; var23 < 4; ++var23) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, var20); var10.startDrawingQuads(); var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14); var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14); var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15); var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15); var10.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) { this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9); } }