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.minecraftforge.client.IItemRenderer; public class ItemRenderWeaponRemington implements IItemRenderer { @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); Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.remington_tex); switch(type) { case EQUIPPED_FIRST_PERSON: double[] recoilT = HbmAnimations.getRelevantTransformation("RECOIL_TRANSLATE"); double[] pump = HbmAnimations.getRelevantTransformation("PUMP"); double s0 = 0.35D; GL11.glRotated(25, 0, 0, 1); GL11.glRotated(-10, 0, 1, 0); GL11.glTranslated(1.25, -1.25, -0.25); GL11.glScaled(s0, s0, s0); GL11.glTranslated(recoilT[2], 0, 0); ResourceManager.remington.renderPart("Gun"); GL11.glTranslated(pump[2] * 0.5, 0, 0); ResourceManager.remington.renderPart("Pump"); break; case EQUIPPED: double scale = 0.25D; GL11.glScaled(scale, scale, scale); GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(-80, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-15F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(2.5F, -3.5F, -2F); ResourceManager.remington.renderAll(); break; case ENTITY: double s1 = 0.25D; GL11.glScaled(s1, s1, s1); GL11.glTranslated(0, -3, 0); ResourceManager.remington.renderAll(); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 1.25D; GL11.glTranslated(4, 11, 0); GL11.glRotated(-135, 0, 0, 1); GL11.glScaled(s, s, -s); ResourceManager.remington.renderAll(); break; default: break; } GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }