package com.hbm.render.entity.rocket; import org.lwjgl.opengl.GL11; import com.hbm.entity.missile.EntityMissileBaseNT; import com.hbm.entity.missile.EntityMissileDoomsday; import com.hbm.entity.missile.EntityMissileTier4.EntityMissileMirv; import com.hbm.entity.missile.EntityMissileTier4.EntityMissileNuclear; import com.hbm.entity.missile.EntityMissileTier4.EntityMissileVolcano; import com.hbm.main.ResourceManager; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; public class RenderMissileNuclear extends Render { public RenderMissileNuclear() { } @Override public void doRender(Entity entity, double x, double y, double z, float p_76986_8_, float interp) { GL11.glPushMatrix(); GL11.glTranslatef((float) x, (float) y, (float) z); GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * interp - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * interp, 0.0F, 0.0F, 1.0F); GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * interp - 90.0F, 0.0F, -1.0F, 0.0F); if(entity instanceof EntityMissileBaseNT) switch(entity.getDataWatcher().getWatchableObjectByte(3)) { case 2: GL11.glRotatef(90, 0F, 1F, 0F); break; case 4: GL11.glRotatef(180, 0F, 1F, 0F); break; case 3: GL11.glRotatef(270, 0F, 1F, 0F); break; case 5: GL11.glRotatef(0, 0F, 1F, 0F); break; } if(entity instanceof EntityMissileNuclear) bindTexture(ResourceManager.missileNuclear_tex); if(entity instanceof EntityMissileMirv) bindTexture(ResourceManager.missileMIRV_tex); if(entity instanceof EntityMissileDoomsday) bindTexture(ResourceManager.missileDoomsday_tex); if(entity instanceof EntityMissileVolcano) bindTexture(ResourceManager.missileVolcano_tex); GL11.glShadeModel(GL11.GL_SMOOTH); ResourceManager.missileNuclear.renderAll(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } @Override protected ResourceLocation getEntityTexture(Entity p_110775_1_) { return ResourceManager.missileNuclear_tex; } }