package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.items.weapon.sedna.ItemGunBaseNT; import com.hbm.items.weapon.sedna.factory.XFactoryTool; import com.hbm.items.weapon.sedna.mags.IMagazine; import com.hbm.main.ResourceManager; import net.minecraft.client.Minecraft; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; public class ItemRenderFireExt implements IItemRenderer { public ItemRenderFireExt() { } @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.glEnable(GL11.GL_CULL_FACE); ItemGunBaseNT gun = (ItemGunBaseNT) item.getItem(); IMagazine mag = gun.getConfig(item, 0).getReceivers(item)[0].getMagazine(item); ResourceLocation tex = ResourceManager.fireext_tex; if(mag.getType(item, null) == XFactoryTool.fext_foam) tex = ResourceManager.fireext_foam_tex; if(mag.getType(item, null) == XFactoryTool.fext_sand) tex = ResourceManager.fireext_sand_tex; Minecraft.getMinecraft().renderEngine.bindTexture(tex); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.35D; GL11.glRotated(25, 0, 0, 1); GL11.glTranslated(0.5, -0.5, -0.5F); GL11.glRotated(80, 0, 1, 0); GL11.glScaled(s0, s0, s0); break; case EQUIPPED: double scale = 0.5D; GL11.glScaled(scale, scale, scale); GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(-5, 0.0F, 1.0F, 1.0F); GL11.glRotatef(10, 0.0F, 1.0F, 0.0F); GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(0.75F, -2.75F, 0.5F); break; case ENTITY: double s1 = 0.3D; GL11.glScaled(s1, s1, s1); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 4.5D; GL11.glTranslated(2, 14, 0); GL11.glRotated(-90, 0, 1, 0); GL11.glRotated(-135, 1, 0, 0); GL11.glRotated(System.currentTimeMillis() / 10 % 360, 0, 1, 0); GL11.glScaled(s, s, -s); break; default: break; } GL11.glShadeModel(GL11.GL_SMOOTH); ResourceManager.fireext.renderAll(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }