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 ItemRenderWeaponCongo 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.glEnable(GL11.GL_LIGHTING); Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.congolake_tex); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.25D; GL11.glRotated(20, 0, 0, 1); GL11.glTranslated(0.5, 0.0, -0.5); GL11.glRotated(-10, 0, 1, 0); GL11.glRotated(90, 0, 1, 0); GL11.glScaled(s0, s0, s0); double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL"); GL11.glTranslated(0, 0, -recoil[0]); GL11.glShadeModel(GL11.GL_SMOOTH); ResourceManager.congolake.renderPart("Gun"); double[] pump = HbmAnimations.getRelevantTransformation("PUMP"); GL11.glTranslated(0, 0, -pump[0]); ResourceManager.congolake.renderPart("Pump_Pummp"); GL11.glShadeModel(GL11.GL_FLAT); break; case EQUIPPED: double scale = 0.35D; GL11.glScaled(scale, scale, scale); GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(15F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(15, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(1.25F, -1F, 1.5F); break; case ENTITY: double s1 = 0.2D; GL11.glScaled(s1, s1, s1); break; case INVENTORY: double s = 2D; GL11.glTranslated(6, 9, 0); GL11.glRotated(-135, 0, 0, 1); GL11.glRotated(-90, 0, 1, 0); GL11.glScaled(s, s, -s); break; default: break; } if(type != ItemRenderType.EQUIPPED_FIRST_PERSON) { GL11.glShadeModel(GL11.GL_SMOOTH); ResourceManager.congolake.renderAll(); GL11.glShadeModel(GL11.GL_FLAT); } GL11.glPopMatrix(); } }