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);
}
}