package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.main.ResourceManager; import com.hbm.render.anim.HbmAnimations; import net.minecraft.client.Minecraft; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; public class ItemRenderWeaponFFBolt implements IItemRenderer { ResourceLocation texture; public ItemRenderWeaponFFBolt(ResourceLocation texture) { this.texture = texture; } @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); GL11.glShadeModel(GL11.GL_SMOOTH); boolean renderBolt = true; Minecraft.getMinecraft().renderEngine.bindTexture(texture); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.5D; GL11.glTranslated(0.5, 0.25, 0); GL11.glScaled(s0, s0, s0); GL11.glRotated(20, 0, -1, 0); GL11.glRotated(15, 0, 0, 1); double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL"); GL11.glTranslated(recoil[0] * -0.5, 0, 0); double[] pull = HbmAnimations.getRelevantTransformation("LEVER_PULL"); double[] rotate = HbmAnimations.getRelevantTransformation("LEVER_ROTATE"); GL11.glPushMatrix(); GL11.glTranslated(pull[0], 0, 0); double heightOffset = 0.52D; GL11.glTranslated(0, heightOffset, 0); GL11.glRotated(rotate[0] * 35, -1, 0, 0); GL11.glTranslated(0, -heightOffset, 0); ResourceManager.rem700.renderPart("Bolt"); GL11.glPopMatrix(); renderBolt = false; break; case EQUIPPED: double scale = 0.25D; GL11.glRotated(-75, 0, 1, 0); GL11.glRotated(-10, 0, 0, 1); GL11.glRotated(10, 1, 0, 0); GL11.glTranslated(0.3, 0.15, -0.5); GL11.glScaled(scale, scale, scale); break; case ENTITY: double s1 = 0.25D; GL11.glScaled(s1, s1, s1); GL11.glRotated(90, 0, 1, 0); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 1.5D; GL11.glTranslated(10, 11, 0); GL11.glRotated(-135, 0, 0, 1); GL11.glScaled(s, s, -s); break; default: break; } ResourceManager.rem700.renderPart("Gun"); if(renderBolt) ResourceManager.rem700.renderPart("Bolt"); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }