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();
}
}