mirror of
https://github.com/GTNewHorizons/TinkersConstruct.git
synced 2026-10-26 14:33:50 +00:00
102 lines
3.8 KiB
Java
102 lines
3.8 KiB
Java
package tconstruct.client.entity.projectile;
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import java.util.Random;
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import net.minecraft.client.gui.FontRenderer;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.client.renderer.entity.RenderItem;
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import net.minecraft.client.renderer.texture.TextureManager;
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import net.minecraft.entity.Entity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.client.ForgeHooksClient;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import tconstruct.entity.projectile.ArrowEntity;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class ArrowRenderCustom extends Render
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{
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private static RenderItem renderer = new RenderItem();
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private Random random = new Random();
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public ArrowRenderCustom() {}
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/**
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* Renders the item
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*/
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public void doRenderItem(ArrowEntity arrow, double par2, double par4, double par6, float par8, float par9)
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{
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random.setSeed(187L);
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ItemStack item = arrow.getEntityItem();
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GL11.glPushMatrix();
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GL11.glTranslatef((float)par2, (float)par4, (float)par6);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glRotatef(arrow.prevRotationYaw + (arrow.rotationYaw - arrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(arrow.prevRotationPitch + (arrow.rotationPitch - arrow.prevRotationPitch) * par9 - 45.0F, 0.0F, 0.0F, 1.0F);
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float shake = arrow.arrowShake - par9;
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if (shake > 0.0F)
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GL11.glRotatef(-MathHelper.sin(shake * 3) * shake, 0, 0, 1);
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GL11.glTranslatef(-7 / 16f, -8 / 16f, -1 / 32f);
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float scale = 1.35f;
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GL11.glScalef(scale, scale, scale);
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ForgeHooksClient.renderEntityItem(null, item, 0, 0, random, renderManager.renderEngine, renderBlocks);
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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GL11.glPopMatrix();
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}
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/**
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* Renders the item's icon or block into the UI at the specified position.
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*/
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public void renderItemIntoGUI(FontRenderer par1FontRenderer, TextureManager par2TextureManager, ItemStack par3ItemStack, int par4, int par5)
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{
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renderer.renderItemIntoGUI(par1FontRenderer, par2TextureManager, par3ItemStack, par4, par5);
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}
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/**
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* Render the item's icon or block into the GUI, including the glint effect.
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*/
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public void renderItemAndEffectIntoGUI(FontRenderer par1FontRenderer, TextureManager par2TextureManager, ItemStack par3ItemStack, int par4, int par5)
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{
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renderer.renderItemIntoGUI(par1FontRenderer, par2TextureManager, par3ItemStack, par4, par5);
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}
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/**
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* Renders the item's overlay information. Examples being stack count or
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* damage on top of the item's image at the specified position.
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*/
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public void renderItemOverlayIntoGUI(FontRenderer par1FontRenderer, TextureManager par2TextureManager, ItemStack par3ItemStack, int par4, int par5)
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{
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renderer.renderItemOverlayIntoGUI(par1FontRenderer, par2TextureManager, par3ItemStack, par4, par5);
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}
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/**
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* Actually renders the given argument. This is a synthetic bridge method,
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* always casting down its argument and then handing it off to a worker
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* function which does the actual work. In all probabilty, the class Render
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* is generic (Render<T extends Entity) and this method has signature public
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* void doRender(T entity, double d, double d1, double d2, float f, float
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* f1). But JAD is pre 1.5 so doesn't do that.
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*/
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@Override
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public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
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{
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this.doRenderItem((ArrowEntity)par1Entity, par2, par4, par6, par8, par9);
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}
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protected ResourceLocation func_110775_a (Entity par1Entity)
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{
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return this.func_110796_a((ArrowEntity) par1Entity);
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}
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protected ResourceLocation func_110796_a (ArrowEntity par1ArrowEntity)
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{
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return this.renderManager.renderEngine.func_130087_a(par1ArrowEntity.getEntityItem().getItemSpriteNumber());
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}
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}
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