package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.blocks.generic.BlockSkeletonHolder.TileEntitySkeletonHolder; import com.hbm.main.ResourceManager; import net.minecraft.block.Block; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.entity.RenderItem; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.entity.item.EntityItem; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; public class RenderSkeletonHolder extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float interp) { GL11.glPushMatrix(); GL11.glTranslated(x + 0.5, y, z + 0.5); switch(te.getBlockMetadata()) { case 2: GL11.glRotatef(180, 0F, 1F, 0F); break; case 4: GL11.glRotatef(270, 0F, 1F, 0F); break; case 3: GL11.glRotatef(0, 0F, 1F, 0F); break; case 5: GL11.glRotatef(90, 0F, 1F, 0F); break; } //why the FUCK did this not commit properl;y GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); RenderHelper.enableStandardItemLighting(); bindTexture(ResourceManager.skeleton_holder_tex); ResourceManager.skeleton_holder.renderPart("Holder1"); TileEntitySkeletonHolder pedestal = (TileEntitySkeletonHolder) te; if(pedestal.item != null) { ItemStack stack = pedestal.item.copy(); GL11.glRotatef(90F, 0.0F, 1.0F, 0.0F); if(!(stack.getItemSpriteNumber() == 0 && stack.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.getBlockFromItem(stack.getItem()).getRenderType()))) { GL11.glScaled(1.5, 1.5, 1.5); } GL11.glTranslated(0, 0.125, 0); EntityItem dummy = new EntityItem(te.getWorldObj(), 0, 0, 0, stack); dummy.hoverStart = 0.0F; RenderItem.renderInFrame = true; RenderManager.instance.renderEntityWithPosYaw(dummy, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F); RenderItem.renderInFrame = false; } GL11.glPopMatrix(); } }