    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.model.ModelIronGolem;
    007import net.minecraft.client.renderer.OpenGlHelper;
    008import net.minecraft.entity.Entity;
    009import net.minecraft.entity.EntityLiving;
    010import net.minecraft.entity.monster.EntityIronGolem;
    011import org.lwjgl.opengl.GL11;
    012import org.lwjgl.opengl.GL12;
    013
    014@SideOnly(Side.CLIENT)
    015public class RenderIronGolem extends RenderLiving
    016{
    017    /** Iron Golem's Model. */
    018    private ModelIronGolem ironGolemModel;
    019
    020    public RenderIronGolem()
    021    {
    022        super(new ModelIronGolem(), 0.5F);
    023        this.ironGolemModel = (ModelIronGolem)this.mainModel;
    024    }
    025
    026    /**
    027     * Renders the Iron Golem.
    028     */
    029    public void doRenderIronGolem(EntityIronGolem par1EntityIronGolem, double par2, double par4, double par6, float par8, float par9)
    030    {
    031        super.doRenderLiving(par1EntityIronGolem, par2, par4, par6, par8, par9);
    032    }
    033
    034    /**
    035     * Rotates Iron Golem corpse.
    036     */
    037    protected void rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem, float par2, float par3, float par4)
    038    {
    039        super.rotateCorpse(par1EntityIronGolem, par2, par3, par4);
    040
    041        if ((double)par1EntityIronGolem.legYaw >= 0.01D)
    042        {
    043            float var5 = 13.0F;
    044            float var6 = par1EntityIronGolem.legSwing - par1EntityIronGolem.legYaw * (1.0F - par4) + 6.0F;
    045            float var7 = (Math.abs(var6 % var5 - var5 * 0.5F) - var5 * 0.25F) / (var5 * 0.25F);
    046            GL11.glRotatef(6.5F * var7, 0.0F, 0.0F, 1.0F);
    047        }
    048    }
    049
    050    /**
    051     * Renders Iron Golem Equipped items.
    052     */
    053    protected void renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem, float par2)
    054    {
    055        super.renderEquippedItems(par1EntityIronGolem, par2);
    056
    057        if (par1EntityIronGolem.getHoldRoseTick() != 0)
    058        {
    059            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    060            GL11.glPushMatrix();
    061            GL11.glRotatef(5.0F + 180.0F * this.ironGolemModel.ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
    062            GL11.glTranslatef(-0.6875F, 1.25F, -0.9375F);
    063            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
    064            float var3 = 0.8F;
    065            GL11.glScalef(var3, -var3, var3);
    066            int var4 = par1EntityIronGolem.getBrightnessForRender(par2);
    067            int var5 = var4 % 65536;
    068            int var6 = var4 / 65536;
    069            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var5 / 1.0F, (float)var6 / 1.0F);
    070            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    071            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    072            this.loadTexture("/terrain.png");
    073            this.renderBlocks.renderBlockAsItem(Block.plantRed, 0, 1.0F);
    074            GL11.glPopMatrix();
    075            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    076        }
    077    }
    078
    079    protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
    080    {
    081        this.renderIronGolemEquippedItems((EntityIronGolem)par1EntityLiving, par2);
    082    }
    083
    084    protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    085    {
    086        this.rotateIronGolemCorpse((EntityIronGolem)par1EntityLiving, par2, par3, par4);
    087    }
    088
    089    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
    090    {
    091        this.doRenderIronGolem((EntityIronGolem)par1EntityLiving, par2, par4, par6, par8, par9);
    092    }
    093
    094    /**
    095     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    096     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    097     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    098     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    099     */
    100    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    101    {
    102        this.doRenderIronGolem((EntityIronGolem)par1Entity, par2, par4, par6, par8, par9);
    103    }
    104}