package com.hbm.render.item; import org.lwjgl.opengl.GL11; import com.hbm.items.ModItems; import com.hbm.lib.RefStrings; import com.hbm.main.ResourceManager; import com.hbm.render.model.ModelGustav; import com.hbm.render.model.ModelPanzerschreck; import net.minecraft.client.Minecraft; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; import net.minecraftforge.client.IItemRenderer.ItemRenderType; import net.minecraftforge.client.IItemRenderer.ItemRendererHelper; public class ItemRenderWeaponObj implements IItemRenderer { public ItemRenderWeaponObj() { } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { switch(type) { case EQUIPPED: case EQUIPPED_FIRST_PERSON: case ENTITY: return true; default: return false; } } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return false; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); if(item.getItem() == ModItems.gun_hk69) Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.hk69_tex); switch(type) { case EQUIPPED_FIRST_PERSON: GL11.glTranslatef(1.0F, 0.5F, 0.0F); GL11.glRotatef(90F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-25F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(-10F, 0.0F, 1.0F, 0.0F); GL11.glScaled(0.75, 0.75, 0.75); if(Minecraft.getMinecraft().thePlayer.isSneaking()) { GL11.glTranslatef(1.16F, 0.35F, -0.8F); GL11.glRotatef(5.5F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(4F, 1.0F, 0.0F, 0.0F); } break; case EQUIPPED: GL11.glRotatef(20F, 1.0F, 0.0F, 1.0F); GL11.glRotatef(10F, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(0.4F, 0.0F, 0.55F); GL11.glScaled(0.75, 0.75, 0.75); break; case ENTITY: GL11.glTranslatef(0.0F, 0.2F, 0.0F); GL11.glRotatef(90F, 0.0F, 1.0F, 0.0F); GL11.glScaled(0.75, 0.75, 0.75); break; default: break; } if(item.getItem() == ModItems.gun_hk69) ResourceManager.hk69.renderAll(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); } }