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 ItemRenderWeaponFFMG42 implements IItemRenderer { public ItemRenderWeaponFFMG42() { } @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.mg42_tex); boolean renderMag = true; switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.65D; GL11.glRotated(170, 0, 1, 0); GL11.glRotated(-25, 0, 0, 1); GL11.glTranslated(-0.125, 0, 0); GL11.glScaled(s0, s0, s0); double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL"); GL11.glTranslated(recoil[0] * 0.25, 0, 0); double[] reload = HbmAnimations.getRelevantTransformation("MAG"); GL11.glRotated(reload[1] * 15, 1, 0, 0); GL11.glPushMatrix(); GL11.glRotated(reload[1] * -45, 1, 0, 0); GL11.glTranslated(0, reload[1] * 0.25, -reload[1]); ResourceManager.mg42.renderPart("Mag"); GL11.glPopMatrix(); renderMag = false; break; case EQUIPPED: double scale = 0.35D; GL11.glScaled(scale, scale, scale); GL11.glRotated(100, 0, 1, 0); GL11.glRotated(-10, 1, 0, 0); GL11.glRotated(10, 0, 0, 1); GL11.glTranslated(-0.5, 0.75, 1.25); break; case ENTITY: double s1 = 0.3D; GL11.glScaled(s1, s1, s1); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 1.75D; GL11.glTranslated(10, 9.5, 0); GL11.glRotated(180, 1, 0, 0); GL11.glRotated(-45, 0, 0, 1); GL11.glScaled(s, s, -s); break; default: break; } ResourceManager.mg42.renderPart("Gun"); if(renderMag) ResourceManager.mg42.renderPart("Mag"); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }