package com.hbm.render.model; import org.lwjgl.opengl.GL11; import com.hbm.main.ResourceManager; import com.hbm.render.loader.ModelRendererObj; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; public class ModelNo9 extends ModelArmorBase { public ModelRendererObj lamp; public ModelRendererObj insig; public ModelNo9(int type) { super(type); this.head = new ModelRendererObj(ResourceManager.armor_no9, "Helmet"); this.insig = new ModelRendererObj(ResourceManager.armor_no9, "Insignia"); this.lamp = new ModelRendererObj(ResourceManager.armor_no9, "Flame"); this.body = new ModelRendererObj(null); this.leftArm = new ModelRendererObj(null).setRotationPoint(5.0F, 2.0F, 0.0F); this.rightArm = new ModelRendererObj(null).setRotationPoint(-5.0F, 2.0F, 0.0F); this.leftLeg = new ModelRendererObj(null).setRotationPoint(1.9F, 12.0F, 0.0F); this.rightLeg = new ModelRendererObj(null).setRotationPoint(-1.9F, 12.0F, 0.0F); this.leftFoot = new ModelRendererObj(null).setRotationPoint(1.9F, 12.0F, 0.0F); this.rightFoot = new ModelRendererObj(null).setRotationPoint(-1.9F, 12.0F, 0.0F); } @Override public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor) { super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entity); this.head.copyTo(this.insig); this.head.copyTo(this.lamp); GL11.glPushMatrix(); if(this.type == 0) { GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.no9); this.head.render(scaleFactor); bindTexture(ResourceManager.no9_insignia); this.insig.render(scaleFactor); if(entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) entity; ItemStack helmet = player.getEquipmentInSlot(4); if(helmet != null && helmet.hasTagCompound() && helmet.getTagCompound().getBoolean("isOn")) { GL11.glColor3f(1F, 1F, 0.8F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glPushAttrib(GL11.GL_LIGHTING_BIT); GL11.glDisable(GL11.GL_LIGHTING); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240F, 240F); this.lamp.render(scaleFactor); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopAttrib(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor3f(1F, 1F, 1F); GL11.glShadeModel(GL11.GL_FLAT); } } } GL11.glPopMatrix(); } }