    001    package net.minecraft.client.particle;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.client.renderer.Tessellator;
    006    import net.minecraft.world.World;
    007
    008    @SideOnly(Side.CLIENT)
    009    public class EntityFlameFX extends EntityFX
    010    {
    011        /** the scale of the flame FX */
    012        private float flameScale;
    013
    014        public EntityFlameFX(World par1World, double par2, double par4, double par6, double par8, double par10, double par12)
    015        {
    016            super(par1World, par2, par4, par6, par8, par10, par12);
    017            this.motionX = this.motionX * 0.009999999776482582D + par8;
    018            this.motionY = this.motionY * 0.009999999776482582D + par10;
    019            this.motionZ = this.motionZ * 0.009999999776482582D + par12;
    020            double var10000 = par2 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
    021            var10000 = par4 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
    022            var10000 = par6 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
    023            this.flameScale = this.particleScale;
    024            this.particleRed = this.particleGreen = this.particleBlue = 1.0F;
    025            this.particleMaxAge = (int)(8.0D / (Math.random() * 0.8D + 0.2D)) + 4;
    026            this.noClip = true;
    027            this.setParticleTextureIndex(48);
    028        }
    029
    030        public void renderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7)
    031        {
    032            float var8 = ((float)this.particleAge + par2) / (float)this.particleMaxAge;
    033            this.particleScale = this.flameScale * (1.0F - var8 * var8 * 0.5F);
    034            super.renderParticle(par1Tessellator, par2, par3, par4, par5, par6, par7);
    035        }
    036
    037        public int getBrightnessForRender(float par1)
    038        {
    039            float var2 = ((float)this.particleAge + par1) / (float)this.particleMaxAge;
    040
    041            if (var2 < 0.0F)
    042            {
    043                var2 = 0.0F;
    044            }
    045
    046            if (var2 > 1.0F)
    047            {
    048                var2 = 1.0F;
    049            }
    050
    051            int var3 = super.getBrightnessForRender(par1);
    052            int var4 = var3 & 255;
    053            int var5 = var3 >> 16 & 255;
    054            var4 += (int)(var2 * 15.0F * 16.0F);
    055
    056            if (var4 > 240)
    057            {
    058                var4 = 240;
    059            }
    060
    061            return var4 | var5 << 16;
    062        }
    063
    064        /**
    065         * Gets how bright this entity is.
    066         */
    067        public float getBrightness(float par1)
    068        {
    069            float var2 = ((float)this.particleAge + par1) / (float)this.particleMaxAge;
    070
    071            if (var2 < 0.0F)
    072            {
    073                var2 = 0.0F;
    074            }
    075
    076            if (var2 > 1.0F)
    077            {
    078                var2 = 1.0F;
    079            }
    080
    081            float var3 = super.getBrightness(par1);
    082            return var3 * var2 + (1.0F - var2);
    083        }
    084
    085        /**
    086         * Called to update the entity's position/logic.
    087         */
    088        public void onUpdate()
    089        {
    090            this.prevPosX = this.posX;
    091            this.prevPosY = this.posY;
    092            this.prevPosZ = this.posZ;
    093
    094            if (this.particleAge++ >= this.particleMaxAge)
    095            {
    096                this.setDead();
    097            }
    098
    099            this.moveEntity(this.motionX, this.motionY, this.motionZ);
    100            this.motionX *= 0.9599999785423279D;
    101            this.motionY *= 0.9599999785423279D;
    102            this.motionZ *= 0.9599999785423279D;
    103
    104            if (this.onGround)
    105            {
    106                this.motionX *= 0.699999988079071D;
    107                this.motionZ *= 0.699999988079071D;
    108            }
    109        }
    110    }