    001package net.minecraft.client.renderer.tileentity;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.client.model.ModelSkeletonHead;
    006import net.minecraft.client.renderer.entity.Render;
    007import net.minecraft.entity.Entity;
    008import net.minecraft.entity.projectile.EntityWitherSkull;
    009import org.lwjgl.opengl.GL11;
    010import org.lwjgl.opengl.GL12;
    011
    012@SideOnly(Side.CLIENT)
    013public class RenderWitherSkull extends Render
    014{
    015    /** The Skeleton's head model. */
    016    ModelSkeletonHead skeletonHeadModel = new ModelSkeletonHead();
    017
    018    private float func_82400_a(float par1, float par2, float par3)
    019    {
    020        float f3;
    021
    022        for (f3 = par2 - par1; f3 < -180.0F; f3 += 360.0F)
    023        {
    024            ;
    025        }
    026
    027        while (f3 >= 180.0F)
    028        {
    029            f3 -= 360.0F;
    030        }
    031
    032        return par1 + par3 * f3;
    033    }
    034
    035    public void func_82399_a(EntityWitherSkull par1EntityWitherSkull, double par2, double par4, double par6, float par8, float par9)
    036    {
    037        GL11.glPushMatrix();
    038        GL11.glDisable(GL11.GL_CULL_FACE);
    039        float f2 = this.func_82400_a(par1EntityWitherSkull.prevRotationYaw, par1EntityWitherSkull.rotationYaw, par9);
    040        float f3 = par1EntityWitherSkull.prevRotationPitch + (par1EntityWitherSkull.rotationPitch - par1EntityWitherSkull.prevRotationPitch) * par9;
    041        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
    042        float f4 = 0.0625F;
    043        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    044        GL11.glScalef(-1.0F, -1.0F, 1.0F);
    045        GL11.glEnable(GL11.GL_ALPHA_TEST);
    046
    047        if (par1EntityWitherSkull.isInvulnerable())
    048        {
    049            this.loadTexture("/mob/wither_invul.png");
    050        }
    051        else
    052        {
    053            this.loadTexture("/mob/wither.png");
    054        }
    055
    056        this.skeletonHeadModel.render(par1EntityWitherSkull, 0.0F, 0.0F, 0.0F, f2, f3, f4);
    057        GL11.glPopMatrix();
    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.func_82399_a((EntityWitherSkull)par1Entity, par2, par4, par6, par8, par9);
    069    }
    070}