    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 RenderBat extends RenderLiving
    009    {
    010        /**
    011         * not actually sure this is size, is not used as of now, but the model would be recreated if the value changed and
    012         * it seems a good match for a bats size
    013         */
    014        private int renderedBatSize;
    015
    016        public RenderBat()
    017        {
    018            super(new ModelBat(), 0.25F);
    019            this.renderedBatSize = ((ModelBat)this.mainModel).getBatSize();
    020        }
    021
    022        public void func_82443_a(EntityBat par1EntityBat, double par2, double par4, double par6, float par8, float par9)
    023        {
    024            int var10 = ((ModelBat)this.mainModel).getBatSize();
    025
    026            if (var10 != this.renderedBatSize)
    027            {
    028                this.renderedBatSize = var10;
    029                this.mainModel = new ModelBat();
    030            }
    031
    032            super.doRenderLiving(par1EntityBat, par2, par4, par6, par8, par9);
    033        }
    034
    035        protected void func_82442_a(EntityBat par1EntityBat, float par2)
    036        {
    037            GL11.glScalef(0.35F, 0.35F, 0.35F);
    038        }
    039
    040        protected void func_82445_a(EntityBat par1EntityBat, double par2, double par4, double par6)
    041        {
    042            super.renderLivingAt(par1EntityBat, par2, par4, par6);
    043        }
    044
    045        protected void func_82444_a(EntityBat par1EntityBat, float par2, float par3, float par4)
    046        {
    047            if (!par1EntityBat.getIsBatHanging())
    048            {
    049                GL11.glTranslatef(0.0F, MathHelper.cos(par2 * 0.3F) * 0.1F, 0.0F);
    050            }
    051            else
    052            {
    053                GL11.glTranslatef(0.0F, -0.1F, 0.0F);
    054            }
    055
    056            super.rotateCorpse(par1EntityBat, par2, par3, par4);
    057        }
    058
    059        /**
    060         * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
    061         * entityLiving, partialTickTime
    062         */
    063        protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
    064        {
    065            this.func_82442_a((EntityBat)par1EntityLiving, par2);
    066        }
    067
    068        protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    069        {
    070            this.func_82444_a((EntityBat)par1EntityLiving, par2, par3, par4);
    071        }
    072
    073        /**
    074         * Sets a simple glTranslate on a LivingEntity.
    075         */
    076        protected void renderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
    077        {
    078            this.func_82445_a((EntityBat)par1EntityLiving, par2, par4, par6);
    079        }
    080
    081        public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
    082        {
    083            this.func_82443_a((EntityBat)par1EntityLiving, par2, par4, par6, par8, par9);
    084        }
    085
    086        /**
    087         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    088         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    089         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    090         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    091         */
    092        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    093        {
    094            this.func_82443_a((EntityBat)par1Entity, par2, par4, par6, par8, par9);
    095        }
    096    }