    001package net.minecraft.client.renderer.entity;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.block.Block;
    006import net.minecraft.client.Minecraft;
    007import net.minecraft.client.entity.EntityPlayerSP;
    008import net.minecraft.client.gui.FontRenderer;
    009import net.minecraft.client.model.ModelBiped;
    010import net.minecraft.client.renderer.RenderBlocks;
    011import net.minecraft.client.renderer.Tessellator;
    012import net.minecraft.client.renderer.tileentity.TileEntitySkullRenderer;
    013import net.minecraft.entity.Entity;
    014import net.minecraft.entity.EntityLiving;
    015import net.minecraft.entity.player.EntityPlayer;
    016import net.minecraft.item.EnumAction;
    017import net.minecraft.item.EnumArmorMaterial;
    018import net.minecraft.item.Item;
    019import net.minecraft.item.ItemBlock;
    020import net.minecraft.item.ItemArmor;
    021import net.minecraft.item.ItemStack;
    022import net.minecraft.util.MathHelper;
    023import org.lwjgl.opengl.GL11;
    024
    025import static net.minecraftforge.client.IItemRenderer.ItemRenderType.*;
    026import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.*;
    027import net.minecraftforge.client.IItemRenderer;
    028import net.minecraftforge.client.MinecraftForgeClient;
    029import net.minecraftforge.client.ForgeHooksClient;
    030
    031@SideOnly(Side.CLIENT)
    032public class RenderPlayer extends RenderLiving
    033{
    034    private ModelBiped modelBipedMain;
    035    private ModelBiped modelArmorChestplate;
    036    private ModelBiped modelArmor;
    037    public static String[] armorFilenamePrefix = new String[] {"cloth", "chain", "iron", "diamond", "gold"};
    038    public static float NAME_TAG_RANGE = 64.0f;
    039    public static float NAME_TAG_RANGE_SNEAK = 32.0f;
    040
    041    public RenderPlayer()
    042    {
    043        super(new ModelBiped(0.0F), 0.5F);
    044        this.modelBipedMain = (ModelBiped)this.mainModel;
    045        this.modelArmorChestplate = new ModelBiped(1.0F);
    046        this.modelArmor = new ModelBiped(0.5F);
    047    }
    048
    049    /**
    050     * Set the specified armor model as the player model. Args: player, armorSlot, partialTick
    051     */
    052    protected int setArmorModel(EntityPlayer par1EntityPlayer, int par2, float par3)
    053    {
    054        ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3 - par2);
    055
    056        if (var4 != null)
    057        {
    058            Item var5 = var4.getItem();
    059
    060            if (var5 instanceof ItemArmor)
    061            {
    062                ItemArmor var6 = (ItemArmor)var5;
    063                this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + ".png"));
    064                ModelBiped var7 = par2 == 2 ? this.modelArmor : this.modelArmorChestplate;
    065                var7.bipedHead.showModel = par2 == 0;
    066                var7.bipedHeadwear.showModel = par2 == 0;
    067                var7.bipedBody.showModel = par2 == 1 || par2 == 2;
    068                var7.bipedRightArm.showModel = par2 == 1;
    069                var7.bipedLeftArm.showModel = par2 == 1;
    070                var7.bipedRightLeg.showModel = par2 == 2 || par2 == 3;
    071                var7.bipedLeftLeg.showModel = par2 == 2 || par2 == 3;
    072                this.setRenderPassModel(var7);
    073
    074                if (var7 != null)
    075                {
    076                    var7.onGround = this.mainModel.onGround;
    077                }
    078
    079                if (var7 != null)
    080                {
    081                    var7.isRiding = this.mainModel.isRiding;
    082                }
    083
    084                if (var7 != null)
    085                {
    086                    var7.isChild = this.mainModel.isChild;
    087                }
    088
    089                float var8 = 1.0F;
    090
    091                if (var6.getArmorMaterial() == EnumArmorMaterial.CLOTH)
    092                {
    093                    int var9 = var6.getColor(var4);
    094                    float var10 = (float)(var9 >> 16 & 255) / 255.0F;
    095                    float var11 = (float)(var9 >> 8 & 255) / 255.0F;
    096                    float var12 = (float)(var9 & 255) / 255.0F;
    097                    GL11.glColor3f(var8 * var10, var8 * var11, var8 * var12);
    098
    099                    if (var4.isItemEnchanted())
    100                    {
    101                        return 31;
    102                    }
    103
    104                    return 16;
    105                }
    106
    107                GL11.glColor3f(var8, var8, var8);
    108
    109                if (var4.isItemEnchanted())
    110                {
    111                    return 15;
    112                }
    113
    114                return 1;
    115            }
    116        }
    117
    118        return -1;
    119    }
    120
    121    protected void func_82439_b(EntityPlayer par1EntityPlayer, int par2, float par3)
    122    {
    123        ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3 - par2);
    124
    125        if (var4 != null)
    126        {
    127            Item var5 = var4.getItem();
    128
    129            if (var5 instanceof ItemArmor)
    130            {
    131                ItemArmor var6 = (ItemArmor)var5;
    132                this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + "_b.png"));
    133                float var7 = 1.0F;
    134                GL11.glColor3f(var7, var7, var7);
    135            }
    136        }
    137    }
    138
    139    public void renderPlayer(EntityPlayer par1EntityPlayer, double par2, double par4, double par6, float par8, float par9)
    140    {
    141        float var10 = 1.0F;
    142        GL11.glColor3f(var10, var10, var10);
    143        ItemStack var11 = par1EntityPlayer.inventory.getCurrentItem();
    144        this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = var11 != null ? 1 : 0;
    145
    146        if (var11 != null && par1EntityPlayer.getItemInUseCount() > 0)
    147        {
    148            EnumAction var12 = var11.getItemUseAction();
    149
    150            if (var12 == EnumAction.block)
    151            {
    152                this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = 3;
    153            }
    154            else if (var12 == EnumAction.bow)
    155            {
    156                this.modelArmorChestplate.aimedBow = this.modelArmor.aimedBow = this.modelBipedMain.aimedBow = true;
    157            }
    158        }
    159
    160        this.modelArmorChestplate.isSneak = this.modelArmor.isSneak = this.modelBipedMain.isSneak = par1EntityPlayer.isSneaking();
    161        double var14 = par4 - (double)par1EntityPlayer.yOffset;
    162
    163        if (par1EntityPlayer.isSneaking() && !(par1EntityPlayer instanceof EntityPlayerSP))
    164        {
    165            var14 -= 0.125D;
    166        }
    167
    168        super.doRenderLiving(par1EntityPlayer, par2, var14, par6, par8, par9);
    169        this.modelArmorChestplate.aimedBow = this.modelArmor.aimedBow = this.modelBipedMain.aimedBow = false;
    170        this.modelArmorChestplate.isSneak = this.modelArmor.isSneak = this.modelBipedMain.isSneak = false;
    171        this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = 0;
    172    }
    173
    174    /**
    175     * Used to render a player's name above their head
    176     */
    177    protected void renderName(EntityPlayer par1EntityPlayer, double par2, double par4, double par6)
    178    {
    179        if (Minecraft.isGuiEnabled() && par1EntityPlayer != this.renderManager.livingPlayer && !par1EntityPlayer.getHasActivePotion())
    180        {
    181            float var8 = 1.6F;
    182            float var9 = 0.016666668F * var8;
    183            double var10 = par1EntityPlayer.getDistanceSqToEntity(this.renderManager.livingPlayer);
    184            float var12 = par1EntityPlayer.isSneaking() ? NAME_TAG_RANGE_SNEAK : NAME_TAG_RANGE;
    185
    186            if (var10 < (double)(var12 * var12))
    187            {
    188                String var13 = par1EntityPlayer.username;
    189
    190                if (par1EntityPlayer.isSneaking())
    191                {
    192                    FontRenderer var14 = this.getFontRendererFromRenderManager();
    193                    GL11.glPushMatrix();
    194                    GL11.glTranslatef((float)par2 + 0.0F, (float)par4 + 2.3F, (float)par6);
    195                    GL11.glNormal3f(0.0F, 1.0F, 0.0F);
    196                    GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
    197                    GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
    198                    GL11.glScalef(-var9, -var9, var9);
    199                    GL11.glDisable(GL11.GL_LIGHTING);
    200                    GL11.glTranslatef(0.0F, 0.25F / var9, 0.0F);
    201                    GL11.glDepthMask(false);
    202                    GL11.glEnable(GL11.GL_BLEND);
    203                    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    204                    Tessellator var15 = Tessellator.instance;
    205                    GL11.glDisable(GL11.GL_TEXTURE_2D);
    206                    var15.startDrawingQuads();
    207                    int var16 = var14.getStringWidth(var13) / 2;
    208                    var15.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
    209                    var15.addVertex((double)(-var16 - 1), -1.0D, 0.0D);
    210                    var15.addVertex((double)(-var16 - 1), 8.0D, 0.0D);
    211                    var15.addVertex((double)(var16 + 1), 8.0D, 0.0D);
    212                    var15.addVertex((double)(var16 + 1), -1.0D, 0.0D);
    213                    var15.draw();
    214                    GL11.glEnable(GL11.GL_TEXTURE_2D);
    215                    GL11.glDepthMask(true);
    216                    var14.drawString(var13, -var14.getStringWidth(var13) / 2, 0, 553648127);
    217                    GL11.glEnable(GL11.GL_LIGHTING);
    218                    GL11.glDisable(GL11.GL_BLEND);
    219                    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    220                    GL11.glPopMatrix();
    221                }
    222                else if (par1EntityPlayer.isPlayerSleeping())
    223                {
    224                    this.renderLivingLabel(par1EntityPlayer, var13, par2, par4 - 1.5D, par6, 64);
    225                }
    226                else
    227                {
    228                    this.renderLivingLabel(par1EntityPlayer, var13, par2, par4, par6, 64);
    229                }
    230            }
    231        }
    232    }
    233
    234    /**
    235     * Method for adding special render rules
    236     */
    237    protected void renderSpecials(EntityPlayer par1EntityPlayer, float par2)
    238    {
    239        float var3 = 1.0F;
    240        GL11.glColor3f(var3, var3, var3);
    241        super.renderEquippedItems(par1EntityPlayer, par2);
    242        super.renderArrowsStuckInEntity(par1EntityPlayer, par2);
    243        ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3);
    244
    245        if (var4 != null)
    246        {
    247            GL11.glPushMatrix();
    248            this.modelBipedMain.bipedHead.postRender(0.0625F);
    249            float var5;
    250
    251            if (var4 != null && var4.getItem() instanceof ItemBlock)
    252            {
    253                IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(var4, EQUIPPED);
    254                boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, var4, BLOCK_3D));
    255
    256                if (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[var4.itemID].getRenderType()))
    257                {
    258                    var5 = 0.625F;
    259                    GL11.glTranslatef(0.0F, -0.25F, 0.0F);
    260                    GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
    261                    GL11.glScalef(var5, -var5, -var5);
    262                }
    263
    264                this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var4, 0);
    265            }
    266            else if (var4.getItem().itemID == Item.skull.itemID)
    267            {
    268                var5 = 1.0625F;
    269                GL11.glScalef(var5, -var5, -var5);
    270                String var6 = "";
    271
    272                if (var4.hasTagCompound() && var4.getTagCompound().hasKey("SkullOwner"))
    273                {
    274                    var6 = var4.getTagCompound().getString("SkullOwner");
    275                }
    276
    277                TileEntitySkullRenderer.skullRenderer.func_82393_a(-0.5F, 0.0F, -0.5F, 1, 180.0F, var4.getItemDamage(), var6);
    278            }
    279
    280            GL11.glPopMatrix();
    281        }
    282
    283        float var7;
    284        float var8;
    285
    286        if (par1EntityPlayer.username.equals("deadmau5") && this.loadDownloadableImageTexture(par1EntityPlayer.skinUrl, (String)null))
    287        {
    288            for (int var20 = 0; var20 < 2; ++var20)
    289            {
    290                float var25 = par1EntityPlayer.prevRotationYaw + (par1EntityPlayer.rotationYaw - par1EntityPlayer.prevRotationYaw) * par2 - (par1EntityPlayer.prevRenderYawOffset + (par1EntityPlayer.renderYawOffset - par1EntityPlayer.prevRenderYawOffset) * par2);
    291                var7 = par1EntityPlayer.prevRotationPitch + (par1EntityPlayer.rotationPitch - par1EntityPlayer.prevRotationPitch) * par2;
    292                GL11.glPushMatrix();
    293                GL11.glRotatef(var25, 0.0F, 1.0F, 0.0F);
    294                GL11.glRotatef(var7, 1.0F, 0.0F, 0.0F);
    295                GL11.glTranslatef(0.375F * (float)(var20 * 2 - 1), 0.0F, 0.0F);
    296                GL11.glTranslatef(0.0F, -0.375F, 0.0F);
    297                GL11.glRotatef(-var7, 1.0F, 0.0F, 0.0F);
    298                GL11.glRotatef(-var25, 0.0F, 1.0F, 0.0F);
    299                var8 = 1.3333334F;
    300                GL11.glScalef(var8, var8, var8);
    301                this.modelBipedMain.renderEars(0.0625F);
    302                GL11.glPopMatrix();
    303            }
    304        }
    305
    306        float var11;
    307
    308        if (this.loadDownloadableImageTexture(par1EntityPlayer.playerCloakUrl, (String)null) && !par1EntityPlayer.getHasActivePotion() && !par1EntityPlayer.getHideCape())
    309        {
    310            GL11.glPushMatrix();
    311            GL11.glTranslatef(0.0F, 0.0F, 0.125F);
    312            double var22 = par1EntityPlayer.field_71091_bM + (par1EntityPlayer.field_71094_bP - par1EntityPlayer.field_71091_bM) * (double)par2 - (par1EntityPlayer.prevPosX + (par1EntityPlayer.posX - par1EntityPlayer.prevPosX) * (double)par2);
    313            double var24 = par1EntityPlayer.field_71096_bN + (par1EntityPlayer.field_71095_bQ - par1EntityPlayer.field_71096_bN) * (double)par2 - (par1EntityPlayer.prevPosY + (par1EntityPlayer.posY - par1EntityPlayer.prevPosY) * (double)par2);
    314            double var9 = par1EntityPlayer.field_71097_bO + (par1EntityPlayer.field_71085_bR - par1EntityPlayer.field_71097_bO) * (double)par2 - (par1EntityPlayer.prevPosZ + (par1EntityPlayer.posZ - par1EntityPlayer.prevPosZ) * (double)par2);
    315            var11 = par1EntityPlayer.prevRenderYawOffset + (par1EntityPlayer.renderYawOffset - par1EntityPlayer.prevRenderYawOffset) * par2;
    316            double var12 = (double)MathHelper.sin(var11 * (float)Math.PI / 180.0F);
    317            double var14 = (double)(-MathHelper.cos(var11 * (float)Math.PI / 180.0F));
    318            float var16 = (float)var24 * 10.0F;
    319
    320            if (var16 < -6.0F)
    321            {
    322                var16 = -6.0F;
    323            }
    324
    325            if (var16 > 32.0F)
    326            {
    327                var16 = 32.0F;
    328            }
    329
    330            float var17 = (float)(var22 * var12 + var9 * var14) * 100.0F;
    331            float var18 = (float)(var22 * var14 - var9 * var12) * 100.0F;
    332
    333            if (var17 < 0.0F)
    334            {
    335                var17 = 0.0F;
    336            }
    337
    338            float var19 = par1EntityPlayer.prevCameraYaw + (par1EntityPlayer.cameraYaw - par1EntityPlayer.prevCameraYaw) * par2;
    339            var16 += MathHelper.sin((par1EntityPlayer.prevDistanceWalkedModified + (par1EntityPlayer.distanceWalkedModified - par1EntityPlayer.prevDistanceWalkedModified) * par2) * 6.0F) * 32.0F * var19;
    340
    341            if (par1EntityPlayer.isSneaking())
    342            {
    343                var16 += 25.0F;
    344            }
    345
    346            GL11.glRotatef(6.0F + var17 / 2.0F + var16, 1.0F, 0.0F, 0.0F);
    347            GL11.glRotatef(var18 / 2.0F, 0.0F, 0.0F, 1.0F);
    348            GL11.glRotatef(-var18 / 2.0F, 0.0F, 1.0F, 0.0F);
    349            GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
    350            this.modelBipedMain.renderCloak(0.0625F);
    351            GL11.glPopMatrix();
    352        }
    353
    354        ItemStack var21 = par1EntityPlayer.inventory.getCurrentItem();
    355
    356        if (var21 != null)
    357        {
    358            GL11.glPushMatrix();
    359            this.modelBipedMain.bipedRightArm.postRender(0.0625F);
    360            GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);
    361
    362            if (par1EntityPlayer.fishEntity != null)
    363            {
    364                var21 = new ItemStack(Item.stick);
    365            }
    366
    367            EnumAction var23 = null;
    368
    369            if (par1EntityPlayer.getItemInUseCount() > 0)
    370            {
    371                var23 = var21.getItemUseAction();
    372            }
    373
    374            IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(var21, EQUIPPED);
    375            boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, var21, BLOCK_3D));
    376
    377            if (var21.getItem() instanceof ItemBlock && (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[var21.itemID].getRenderType())))
    378            {
    379                var7 = 0.5F;
    380                GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);
    381                var7 *= 0.75F;
    382                GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F);
    383                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
    384                GL11.glScalef(-var7, -var7, var7);
    385            }
    386            else if (var21.itemID == Item.bow.itemID)
    387            {
    388                var7 = 0.625F;
    389                GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
    390                GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
    391                GL11.glScalef(var7, -var7, var7);
    392                GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
    393                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
    394            }
    395            else if (Item.itemsList[var21.itemID].isFull3D())
    396            {
    397                var7 = 0.625F;
    398
    399                if (Item.itemsList[var21.itemID].shouldRotateAroundWhenRendering())
    400                {
    401                    GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
    402                    GL11.glTranslatef(0.0F, -0.125F, 0.0F);
    403                }
    404
    405                if (par1EntityPlayer.getItemInUseCount() > 0 && var23 == EnumAction.block)
    406                {
    407                    GL11.glTranslatef(0.05F, 0.0F, -0.1F);
    408                    GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
    409                    GL11.glRotatef(-10.0F, 1.0F, 0.0F, 0.0F);
    410                    GL11.glRotatef(-60.0F, 0.0F, 0.0F, 1.0F);
    411                }
    412
    413                GL11.glTranslatef(0.0F, 0.1875F, 0.0F);
    414                GL11.glScalef(var7, -var7, var7);
    415                GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
    416                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
    417            }
    418            else
    419            {
    420                var7 = 0.375F;
    421                GL11.glTranslatef(0.25F, 0.1875F, -0.1875F);
    422                GL11.glScalef(var7, var7, var7);
    423                GL11.glRotatef(60.0F, 0.0F, 0.0F, 1.0F);
    424                GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
    425                GL11.glRotatef(20.0F, 0.0F, 0.0F, 1.0F);
    426            }
    427
    428            float var10;
    429            int var27;
    430            float var28;
    431
    432            if (var21.getItem().requiresMultipleRenderPasses())
    433            {
    434                for (var27 = 0; var27 < var21.getItem().getRenderPasses(var21.getItemDamage()); ++var27)
    435                {
    436                    int var26 = var21.getItem().getColorFromItemStack(var21, var27);
    437                    var28 = (float)(var26 >> 16 & 255) / 255.0F;
    438                    var10 = (float)(var26 >> 8 & 255) / 255.0F;
    439                    var11 = (float)(var26 & 255) / 255.0F;
    440                    GL11.glColor4f(var28, var10, var11, 1.0F);
    441                    this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var21, var27);
    442                }
    443            }
    444            else
    445            {
    446                var27 = var21.getItem().getColorFromItemStack(var21, 0);
    447                var8 = (float)(var27 >> 16 & 255) / 255.0F;
    448                var28 = (float)(var27 >> 8 & 255) / 255.0F;
    449                var10 = (float)(var27 & 255) / 255.0F;
    450                GL11.glColor4f(var8, var28, var10, 1.0F);
    451                this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var21, 0);
    452            }
    453
    454            GL11.glPopMatrix();
    455        }
    456    }
    457
    458    protected void renderPlayerScale(EntityPlayer par1EntityPlayer, float par2)
    459    {
    460        float var3 = 0.9375F;
    461        GL11.glScalef(var3, var3, var3);
    462    }
    463
    464    public void func_82441_a(EntityPlayer par1EntityPlayer)
    465    {
    466        float var2 = 1.0F;
    467        GL11.glColor3f(var2, var2, var2);
    468        this.modelBipedMain.onGround = 0.0F;
    469        this.modelBipedMain.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, par1EntityPlayer);
    470        this.modelBipedMain.bipedRightArm.render(0.0625F);
    471    }
    472
    473    /**
    474     * Renders player with sleeping offset if sleeping
    475     */
    476    protected void renderPlayerSleep(EntityPlayer par1EntityPlayer, double par2, double par4, double par6)
    477    {
    478        if (par1EntityPlayer.isEntityAlive() && par1EntityPlayer.isPlayerSleeping())
    479        {
    480            super.renderLivingAt(par1EntityPlayer, par2 + (double)par1EntityPlayer.field_71079_bU, par4 + (double)par1EntityPlayer.field_71082_cx, par6 + (double)par1EntityPlayer.field_71089_bV);
    481        }
    482        else
    483        {
    484            super.renderLivingAt(par1EntityPlayer, par2, par4, par6);
    485        }
    486    }
    487
    488    /**
    489     * Rotates the player if the player is sleeping. This method is called in rotateCorpse.
    490     */
    491    protected void rotatePlayer(EntityPlayer par1EntityPlayer, float par2, float par3, float par4)
    492    {
    493        if (par1EntityPlayer.isEntityAlive() && par1EntityPlayer.isPlayerSleeping())
    494        {
    495            GL11.glRotatef(par1EntityPlayer.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
    496            GL11.glRotatef(this.getDeathMaxRotation(par1EntityPlayer), 0.0F, 0.0F, 1.0F);
    497            GL11.glRotatef(270.0F, 0.0F, 1.0F, 0.0F);
    498        }
    499        else
    500        {
    501            super.rotateCorpse(par1EntityPlayer, par2, par3, par4);
    502        }
    503    }
    504
    505    /**
    506     * Passes the specialRender and renders it
    507     */
    508    protected void passSpecialRender(EntityLiving par1EntityLiving, double par2, double par4, double par6)
    509    {
    510        this.renderName((EntityPlayer)par1EntityLiving, par2, par4, par6);
    511    }
    512
    513    /**
    514     * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
    515     * entityLiving, partialTickTime
    516     */
    517    protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
    518    {
    519        this.renderPlayerScale((EntityPlayer)par1EntityLiving, par2);
    520    }
    521
    522    protected void func_82408_c(EntityLiving par1EntityLiving, int par2, float par3)
    523    {
    524        this.func_82439_b((EntityPlayer)par1EntityLiving, par2, par3);
    525    }
    526
    527    /**
    528     * Queries whether should render the specified pass or not.
    529     */
    530    protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
    531    {
    532        return this.setArmorModel((EntityPlayer)par1EntityLiving, par2, par3);
    533    }
    534
    535    protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
    536    {
    537        this.renderSpecials((EntityPlayer)par1EntityLiving, par2);
    538    }
    539
    540    protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    541    {
    542        this.rotatePlayer((EntityPlayer)par1EntityLiving, par2, par3, par4);
    543    }
    544
    545    /**
    546     * Sets a simple glTranslate on a LivingEntity.
    547     */
    548    protected void renderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
    549    {
    550        this.renderPlayerSleep((EntityPlayer)par1EntityLiving, par2, par4, par6);
    551    }
    552
    553    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
    554    {
    555        this.renderPlayer((EntityPlayer)par1EntityLiving, par2, par4, par6, par8, par9);
    556    }
    557
    558    /**
    559     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    560     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    561     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    562     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    563     */
    564    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    565    {
    566        this.renderPlayer((EntityPlayer)par1Entity, par2, par4, par6, par8, par9);
    567    }
    568}