// Date: 23.12.2015 23:32:22 // Template version 1.1 // Java generated by Techne // Keep in mind that you still need to fill in some blanks // - ZeuX package com.hbm.render; import org.lwjgl.opengl.GL11; import net.minecraft.client.model.ModelBiped; import net.minecraft.client.model.ModelBox; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; public class ModelGasMask extends ModelBiped { //fields ModelRenderer mask; ModelRenderer Shape1; ModelRenderer Shape2; ModelRenderer Shape3; ModelRenderer Shape4; ModelRenderer Shape5; ModelRenderer Shape6; public ModelGasMask() { textureWidth = 64; textureHeight = 32; bipedHead = new ModelRenderer(this, 0, 0); bipedHead.addBox(0F - 4, 0F - 8 + 0.5F, 0F - 4, 8, 8, 3); bipedHead.setTextureOffset(22, 0); bipedHead.addBox(1F - 4, 3F - 8 + 0.5F, -0.5333334F - 4, 2, 2, 1); bipedHead.setTextureOffset(22, 0); bipedHead.addBox(5F - 4, 3F - 8 + 0.5F, -0.5F - 4, 2, 2, 1); bipedHead.setTextureOffset(0, 22); bipedHead.addBox(0F - 4, 3F - 8 + 0.5F, 3F - 4, 8, 1, 5); mask = bipedHeadwear; mask.setTextureOffset(0, 11); mask.addBox(0 - 1, 0 + 2, 0F - 4, 2, 2, 2); mask.setTextureOffset(0, 15); mask.addBox(0 - 1.5F, 2 + 0.5F - 0.5F + 2, -0.5F - 4, 3, 4, 3); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } @Override public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { EntityPlayer player = (EntityPlayer)entity; if(player.isSneaking()) { this.isSneak = true; } else { this.isSneak = false; } super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.mask.rotationPointX = bipedHead.rotationPointX; this.mask.rotationPointY = bipedHead.rotationPointY; this.mask.rotateAngleX = bipedHead.rotateAngleX - 45; } @Override public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) { setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); GL11.glPushMatrix(); GL11.glScalef(1.2F, 1.2F, 1.2F); bipedHead.render(par7); mask.render(par7); GL11.glPopMatrix(); } }