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.EntityFireball; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; @SideOnly(Side.CLIENT) public class RenderFireball extends Render { private float field_77002_a; public RenderFireball(float par1) { this.field_77002_a = par1; } public void doRenderFireball(EntityFireball par1EntityFireball, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glEnable(GL12.GL_RESCALE_NORMAL); float var10 = this.field_77002_a; GL11.glScalef(var10 / 1.0F, var10 / 1.0F, var10 / 1.0F); byte var11 = 46; this.loadTexture("/gui/items.png"); Tessellator var12 = Tessellator.instance; float var13 = (float)(var11 % 16 * 16 + 0) / 256.0F; float var14 = (float)(var11 % 16 * 16 + 16) / 256.0F; float var15 = (float)(var11 / 16 * 16 + 0) / 256.0F; float var16 = (float)(var11 / 16 * 16 + 16) / 256.0F; float var17 = 1.0F; float var18 = 0.5F; float var19 = 0.25F; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); var12.startDrawingQuads(); var12.setNormal(0.0F, 1.0F, 0.0F); var12.addVertexWithUV((double)(0.0F - var18), (double)(0.0F - var19), 0.0D, (double)var13, (double)var16); var12.addVertexWithUV((double)(var17 - var18), (double)(0.0F - var19), 0.0D, (double)var14, (double)var16); var12.addVertexWithUV((double)(var17 - var18), (double)(1.0F - var19), 0.0D, (double)var14, (double)var15); var12.addVertexWithUV((double)(0.0F - var18), (double)(1.0F - var19), 0.0D, (double)var13, (double)var15); var12.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.doRenderFireball((EntityFireball)par1Entity, par2, par4, par6, par8, par9); } }