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.EntityPotion; import net.minecraft.potion.PotionHelper; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; @SideOnly(Side.CLIENT) public class RenderSnowball extends Render { /** * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this * classes. */ private int itemIconIndex; public RenderSnowball(int par1) { this.itemIconIndex = par1; } /** * 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) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F, 0.5F); this.loadTexture("/gui/items.png"); Tessellator var10 = Tessellator.instance; if (this.itemIconIndex == 154) { int var11 = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false); float var12 = (float)(var11 >> 16 & 255) / 255.0F; float var13 = (float)(var11 >> 8 & 255) / 255.0F; float var14 = (float)(var11 & 255) / 255.0F; GL11.glColor3f(var12, var13, var14); GL11.glPushMatrix(); this.func_77026_a(var10, 141); GL11.glPopMatrix(); GL11.glColor3f(1.0F, 1.0F, 1.0F); } this.func_77026_a(var10, this.itemIconIndex); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } private void func_77026_a(Tessellator par1Tessellator, int par2) { float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F; float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F; float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F; float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F; float var7 = 1.0F; float var8 = 0.5F; float var9 = 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); par1Tessellator.startDrawingQuads(); par1Tessellator.setNormal(0.0F, 1.0F, 0.0F); par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6); par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6); par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5); par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5); par1Tessellator.draw(); } }