    001    package net.minecraft.src;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import org.lwjgl.opengl.GL11;
    006
    007    @SideOnly(Side.CLIENT)
    008    public class RenderSquid extends RenderLiving
    009    {
    010        public RenderSquid(ModelBase par1ModelBase, float par2)
    011        {
    012            super(par1ModelBase, par2);
    013        }
    014
    015        /**
    016         * Renders the Living Squid.
    017         */
    018        public void renderLivingSquid(EntitySquid par1EntitySquid, double par2, double par4, double par6, float par8, float par9)
    019        {
    020            super.doRenderLiving(par1EntitySquid, par2, par4, par6, par8, par9);
    021        }
    022
    023        /**
    024         * Rotates the Squid's corpse.
    025         */
    026        protected void rotateSquidsCorpse(EntitySquid par1EntitySquid, float par2, float par3, float par4)
    027        {
    028            float var5 = par1EntitySquid.field_70862_e + (par1EntitySquid.field_70861_d - par1EntitySquid.field_70862_e) * par4;
    029            float var6 = par1EntitySquid.field_70860_g + (par1EntitySquid.field_70859_f - par1EntitySquid.field_70860_g) * par4;
    030            GL11.glTranslatef(0.0F, 0.5F, 0.0F);
    031            GL11.glRotatef(180.0F - par3, 0.0F, 1.0F, 0.0F);
    032            GL11.glRotatef(var5, 1.0F, 0.0F, 0.0F);
    033            GL11.glRotatef(var6, 0.0F, 1.0F, 0.0F);
    034            GL11.glTranslatef(0.0F, -1.2F, 0.0F);
    035        }
    036
    037        protected float handleRotationFloat(EntitySquid par1EntitySquid, float par2)
    038        {
    039            return par1EntitySquid.lastTentacleAngle + (par1EntitySquid.tentacleAngle - par1EntitySquid.lastTentacleAngle) * par2;
    040        }
    041
    042        /**
    043         * Defines what float the third param in setRotationAngles of ModelBase is
    044         */
    045        protected float handleRotationFloat(EntityLiving par1EntityLiving, float par2)
    046        {
    047            return this.handleRotationFloat((EntitySquid)par1EntityLiving, par2);
    048        }
    049
    050        protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    051        {
    052            this.rotateSquidsCorpse((EntitySquid)par1EntityLiving, par2, par3, par4);
    053        }
    054
    055        public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
    056        {
    057            this.renderLivingSquid((EntitySquid)par1EntityLiving, par2, par4, par6, par8, par9);
    058        }
    059
    060        /**
    061         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    062         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    063         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    064         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    065         */
    066        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    067        {
    068            this.renderLivingSquid((EntitySquid)par1Entity, par2, par4, par6, par8, par9);
    069        }
    070    }