    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 RenderFallingSand extends Render
    009    {
    010        private RenderBlocks renderBlocks = new RenderBlocks();
    011
    012        public RenderFallingSand()
    013        {
    014            this.shadowSize = 0.5F;
    015        }
    016
    017        /**
    018         * The actual render method that is used in doRender
    019         */
    020        public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9)
    021        {
    022            GL11.glPushMatrix();
    023            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    024            this.loadTexture("/terrain.png");
    025            Block var10 = Block.blocksList[par1EntityFallingSand.blockID];
    026            World var11 = par1EntityFallingSand.getWorld();
    027            GL11.glDisable(GL11.GL_LIGHTING);
    028
    029            if (var10 instanceof BlockAnvil && var10.getRenderType() == 35)
    030            {
    031                this.renderBlocks.blockAccess = var11;
    032                Tessellator var12 = Tessellator.instance;
    033                var12.startDrawingQuads();
    034                var12.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F));
    035                this.renderBlocks.func_85096_a((BlockAnvil)var10, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.field_70285_b);
    036                var12.setTranslation(0.0D, 0.0D, 0.0D);
    037                var12.draw();
    038            }
    039            else if (var10 != null)
    040            {
    041                this.renderBlocks.func_83018_a(var10);
    042                this.renderBlocks.func_78588_a(var10, var11, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.field_70285_b);
    043            }
    044
    045            GL11.glEnable(GL11.GL_LIGHTING);
    046            GL11.glPopMatrix();
    047        }
    048
    049        /**
    050         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    051         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    052         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    053         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    054         */
    055        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    056        {
    057            this.doRenderFallingSand((EntityFallingSand)par1Entity, par2, par4, par6, par8, par9);
    058        }
    059    }