package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.items.weapon.ItemGunGauss; import com.hbm.main.ResourceManager; import com.hbm.render.anim.HbmAnimations; import net.minecraft.client.Minecraft; import net.minecraft.item.ItemStack; import net.minecraftforge.client.IItemRenderer; public class ItemRenderWeaponTau implements IItemRenderer { @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { switch(type) { case EQUIPPED: case EQUIPPED_FIRST_PERSON: case ENTITY: case INVENTORY: return true; default: return false; } } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_ROTATION || helper == ItemRendererHelper.ENTITY_BOBBING); } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glShadeModel(GL11.GL_SMOOTH); Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.tau_tex); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.35D; GL11.glRotated(25, 0, 0, 1); GL11.glTranslated(1.5, 0, 0.1); GL11.glRotated(80, 0, 1, 0); GL11.glScaled(s0, s0, s0); double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL"); GL11.glTranslated(0, 0, recoil[0] * -1); GL11.glTranslated(0, 0, -3); GL11.glRotated(recoil[0] * -5, 1, 0, 0); GL11.glTranslated(0, 0, 3); ResourceManager.tau.renderPart("Body"); if(ItemGunGauss.getCharge(item) > 0) { GL11.glTranslated(0, -0.2, 0); GL11.glRotated(System.currentTimeMillis() % 360D, 0, 0, 1); GL11.glTranslated(0, 0.2, 0); } ResourceManager.tau.renderPart("Rotor"); break; case EQUIPPED: double scale = 0.25D; GL11.glScaled(scale, scale, scale); GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(10, 0.0F, 1.0F, 0.0F); GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(2F, 1F, 3F); ResourceManager.tau.renderAll(); break; case ENTITY: double s1 = 0.25D; GL11.glScaled(s1, s1, s1); GL11.glTranslated(0, 1, 0); ResourceManager.tau.renderAll(); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 1.6D; GL11.glTranslated(8, 7, 0); GL11.glRotated(-90, 0, 1, 0); GL11.glRotated(-135, 1, 0, 0); GL11.glScaled(s, s, -s); ResourceManager.tau.renderAll(); break; default: break; } GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); } }