package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.items.weapon.ItemGunBase; import com.hbm.main.ResourceManager; import net.minecraft.client.Minecraft; import net.minecraft.item.ItemStack; import net.minecraftforge.client.IItemRenderer; public class ItemRenderWeaponFFNightmare 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); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.2D; GL11.glTranslated(0.75, 0.55, 0); GL11.glScaled(s0, s0, s0); GL11.glRotated(100, 0, -1, 0); GL11.glRotated(25, 1, 0, 0); break; case EQUIPPED: double scale = 0.2D; GL11.glRotated(195, 0, 1, 0); GL11.glRotated(-10, 0, 0, 1); GL11.glRotated(-10, 1, 0, 0); GL11.glTranslated(-0.5, 0.3, -0.25); GL11.glScaled(scale, scale, scale); break; case ENTITY: double s1 = 0.15D; GL11.glScaled(s1, s1, s1); GL11.glRotated(90, 0, 1, 0); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 1.75D; GL11.glTranslated(10, 9, 0); GL11.glRotated(-135, 0, 0, 1); GL11.glRotated(90, 0, 1, 0); GL11.glScaled(s, s, -s); break; default: break; } GL11.glShadeModel(GL11.GL_SMOOTH); Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.ff_nightmare_orig_tex); ResourceManager.ff_nightmare.renderPart("Gun"); int ammo = ItemGunBase.getMag(item); for(int i = 0; i < ammo; i++) { ResourceManager.ff_nightmare.renderPart("Bullet" + (i + 1)); } GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }