package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.items.weapon.ItemGunBase; import com.hbm.main.ResourceManager; import com.hbm.render.anim.HbmAnimations; import net.minecraft.client.Minecraft; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraftforge.client.IItemRenderer; public class ItemRenderWeaponShotty implements IItemRenderer { public ItemRenderWeaponShotty() { } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { switch(type) { case EQUIPPED: case EQUIPPED_FIRST_PERSON: case ENTITY: return true; case INVENTORY: return false; 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); String barrel = "Body_Cube.008"; String handle = "handle_Cylinder.005"; String shells = "boolets_Cylinder.008"; Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.shotty_tex); EntityPlayer player = Minecraft.getMinecraft().thePlayer; switch(type) { case EQUIPPED_FIRST_PERSON: double[] recoil = HbmAnimations.getRelevantTransformation("SHOTTY_RECOIL"); double[] eject = HbmAnimations.getRelevantTransformation("SHOTTY_BREAK"); double[] ejectShell = HbmAnimations.getRelevantTransformation("SHOTTY_EJECT"); double[] insertShell = HbmAnimations.getRelevantTransformation("SHOTTY_INSERT"); GL11.glScalef(0.5F, 0.5F, 0.5F); GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(-10F, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(1.75F, -0.2F, -0.3F); if(player.isSneaking()) { GL11.glTranslatef(0F, 1.0F, -2.05F); GL11.glRotatef(3.5F, 0.0F, 1.0F, 0.0F); } else { GL11.glRotated(-eject[2] * 0.25, 0, 0, 1); } GL11.glTranslated(-recoil[0] * 2, 0, 0); GL11.glRotated(recoil[0] * 5, 0, 0, 1); GL11.glPushMatrix(); GL11.glRotated(-eject[2] * 0.8, 0, 0, 1); ResourceManager.shotty.renderPart(barrel); GL11.glPushMatrix(); GL11.glRotated(ejectShell[0] * 90, 0, 0, 1); GL11.glTranslated(-ejectShell[0] * 10, 0, 0); ResourceManager.shotty.renderPart(shells); GL11.glPopMatrix(); if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0) { GL11.glPushMatrix(); GL11.glTranslated(-insertShell[0], insertShell[2] * -2, insertShell[2] * -1); ResourceManager.shotty.renderPart(shells); GL11.glPopMatrix(); } GL11.glPopMatrix(); ResourceManager.shotty.renderPart(handle); break; case EQUIPPED: GL11.glRotatef(-80F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-10F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(10F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(5F, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(0.5F, 0.0F, -0.4F); GL11.glScaled(0.35, 0.35, 0.35); ResourceManager.shotty.renderPart(handle); ResourceManager.shotty.renderPart(barrel); break; case ENTITY: GL11.glScaled(0.5, 0.5, 0.5); GL11.glTranslatef(-1.0F, 0.2F, 0.0F); ResourceManager.shotty.renderPart(handle); ResourceManager.shotty.renderPart(barrel); break; default: break; } GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }