    001    package net.minecraft.client.renderer.entity;
    002
    003    import cpw.mods.fml.relauncher.Side;
    004    import cpw.mods.fml.relauncher.SideOnly;
    005    import net.minecraft.client.renderer.Tessellator;
    006    import net.minecraft.entity.Entity;
    007    import net.minecraft.entity.projectile.EntityArrow;
    008    import net.minecraft.util.MathHelper;
    009    import org.lwjgl.opengl.GL11;
    010    import org.lwjgl.opengl.GL12;
    011
    012    @SideOnly(Side.CLIENT)
    013    public class RenderArrow extends Render
    014    {
    015        public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
    016        {
    017            this.loadTexture("/item/arrows.png");
    018            GL11.glPushMatrix();
    019            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    020            GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
    021            GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
    022            Tessellator var10 = Tessellator.instance;
    023            byte var11 = 0;
    024            float var12 = 0.0F;
    025            float var13 = 0.5F;
    026            float var14 = (float)(0 + var11 * 10) / 32.0F;
    027            float var15 = (float)(5 + var11 * 10) / 32.0F;
    028            float var16 = 0.0F;
    029            float var17 = 0.15625F;
    030            float var18 = (float)(5 + var11 * 10) / 32.0F;
    031            float var19 = (float)(10 + var11 * 10) / 32.0F;
    032            float var20 = 0.05625F;
    033            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    034            float var21 = (float)par1EntityArrow.arrowShake - par9;
    035
    036            if (var21 > 0.0F)
    037            {
    038                float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
    039                GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
    040            }
    041
    042            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
    043            GL11.glScalef(var20, var20, var20);
    044            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
    045            GL11.glNormal3f(var20, 0.0F, 0.0F);
    046            var10.startDrawingQuads();
    047            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
    048            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
    049            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
    050            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
    051            var10.draw();
    052            GL11.glNormal3f(-var20, 0.0F, 0.0F);
    053            var10.startDrawingQuads();
    054            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
    055            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
    056            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
    057            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
    058            var10.draw();
    059
    060            for (int var23 = 0; var23 < 4; ++var23)
    061            {
    062                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
    063                GL11.glNormal3f(0.0F, 0.0F, var20);
    064                var10.startDrawingQuads();
    065                var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
    066                var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
    067                var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
    068                var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
    069                var10.draw();
    070            }
    071
    072            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    073            GL11.glPopMatrix();
    074        }
    075
    076        /**
    077         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
    078         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
    079         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
    080         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    081         */
    082        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    083        {
    084            this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9);
    085        }
    086    }