    001package net.minecraft.client.renderer.entity;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.client.model.ModelWither;
    006import net.minecraft.entity.Entity;
    007import net.minecraft.entity.EntityLiving;
    008import net.minecraft.entity.boss.BossStatus;
    009import net.minecraft.entity.boss.EntityWither;
    010import net.minecraft.util.MathHelper;
    011import org.lwjgl.opengl.GL11;
    012
    013@SideOnly(Side.CLIENT)
    014public class RenderWither extends RenderLiving
    015{
    016    private int field_82419_a;
    017
    018    public RenderWither()
    019    {
    020        super(new ModelWither(), 1.0F);
    021        this.field_82419_a = ((ModelWither)this.mainModel).func_82903_a();
    022    }
    023
    024    public void func_82418_a(EntityWither par1EntityWither, double par2, double par4, double par6, float par8, float par9)
    025    {
    026        BossStatus.func_82824_a(par1EntityWither, true);
    027        int i = ((ModelWither)this.mainModel).func_82903_a();
    028
    029        if (i != this.field_82419_a)
    030        {
    031            this.field_82419_a = i;
    032            this.mainModel = new ModelWither();
    033        }
    034
    035        super.doRenderLiving(par1EntityWither, par2, par4, par6, par8, par9);
    036    }
    037
    038    protected void func_82415_a(EntityWither par1EntityWither, float par2)
    039    {
    040        int i = par1EntityWither.func_82212_n();
    041
    042        if (i > 0)
    043        {
    044            float f1 = 2.0F - ((float)i - par2) / 220.0F * 0.5F;
    045            GL11.glScalef(f1, f1, f1);
    046        }
    047        else
    048        {
    049            GL11.glScalef(2.0F, 2.0F, 2.0F);
    050        }
    051    }
    052
    053    protected int func_82417_a(EntityWither par1EntityWither, int par2, float par3)
    054    {
    055        if (par1EntityWither.isArmored())
    056        {
    057            if (par1EntityWither.getHasActivePotion())
    058            {
    059                GL11.glDepthMask(false);
    060            }
    061            else
    062            {
    063                GL11.glDepthMask(true);
    064            }
    065
    066            if (par2 == 1)
    067            {
    068                float f1 = (float)par1EntityWither.ticksExisted + par3;
    069                this.loadTexture("/armor/witherarmor.png");
    070                GL11.glMatrixMode(GL11.GL_TEXTURE);
    071                GL11.glLoadIdentity();
    072                float f2 = MathHelper.cos(f1 * 0.02F) * 3.0F;
    073                float f3 = f1 * 0.01F;
    074                GL11.glTranslatef(f2, f3, 0.0F);
    075                this.setRenderPassModel(this.mainModel);
    076                GL11.glMatrixMode(GL11.GL_MODELVIEW);
    077                GL11.glEnable(GL11.GL_BLEND);
    078                float f4 = 0.5F;
    079                GL11.glColor4f(f4, f4, f4, 1.0F);
    080                GL11.glDisable(GL11.GL_LIGHTING);
    081                GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
    082                GL11.glTranslatef(0.0F, -0.01F, 0.0F);
    083                GL11.glScalef(1.1F, 1.1F, 1.1F);
    084                return 1;
    085            }
    086
    087            if (par2 == 2)
    088            {
    089                GL11.glMatrixMode(GL11.GL_TEXTURE);
    090                GL11.glLoadIdentity();
    091                GL11.glMatrixMode(GL11.GL_MODELVIEW);
    092                GL11.glEnable(GL11.GL_LIGHTING);
    093                GL11.glDisable(GL11.GL_BLEND);
    094            }
    095        }
    096
    097        return -1;
    098    }
    099
    100    protected int func_82416_b(EntityWither par1EntityWither, int par2, float par3)
    101    {
    102        return -1;
    103    }
    104
    105    /**
    106     * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
    107     * entityLiving, partialTickTime
    108     */
    109    protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
    110    {
    111        this.func_82415_a((EntityWither)par1EntityLiving, par2);
    112    }
    113
    114    /**
    115     * Queries whether should render the specified pass or not.
    116     */
    117    protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
    118    {
    119        return this.func_82417_a((EntityWither)par1EntityLiving, par2, par3);
    120    }
    121
    122    protected int inheritRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
    123    {
    124        return this.func_82416_b((EntityWither)par1EntityLiving, par2, par3);
    125    }
    126
    127    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
    128    {
    129        this.func_82418_a((EntityWither)par1EntityLiving, par2, par4, par6, par8, par9);
    130    }
    131
    132    /**
    133     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    134     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    135     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    136     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    137     */
    138    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    139    {
    140        this.func_82418_a((EntityWither)par1Entity, par2, par4, par6, par8, par9);
    141    }
    142}