2025-04-19 14:15:57 +03:00

60 lines
2.1 KiB
Java

package com.hbm.render.model;
import org.lwjgl.opengl.GL11;
import com.hbm.main.ResourceManager;
import com.hbm.render.loader.ModelRendererObj;
import net.minecraft.entity.Entity;
public class ModelArmorAJR extends ModelArmorBase {
public ModelArmorAJR(int type) {
super(type);
this.head = new ModelRendererObj(ResourceManager.armor_ajr, "Head");
this.body = new ModelRendererObj(ResourceManager.armor_ajr, "Body");
this.leftArm = new ModelRendererObj(ResourceManager.armor_ajr, "LeftArm").setRotationPoint(5.0F, 2.0F, 0.0F);
this.rightArm = new ModelRendererObj(ResourceManager.armor_ajr, "RightArm").setRotationPoint(-5.0F, 2.0F, 0.0F);
this.leftLeg = new ModelRendererObj(ResourceManager.armor_ajr, "LeftLeg").setRotationPoint(1.9F, 12.0F, 0.0F);
this.rightLeg = new ModelRendererObj(ResourceManager.armor_ajr, "RightLeg").setRotationPoint(-1.9F, 12.0F, 0.0F);
this.leftFoot = new ModelRendererObj(ResourceManager.armor_ajr, "LeftBoot").setRotationPoint(1.9F, 12.0F, 0.0F);
this.rightFoot = new ModelRendererObj(ResourceManager.armor_ajr, "RightBoot").setRotationPoint(-1.9F, 12.0F, 0.0F);
}
@Override
public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor) {
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entity);
GL11.glPushMatrix();
GL11.glShadeModel(GL11.GL_SMOOTH);
if(this.type == 0) {
bindTexture(ResourceManager.ajr_helmet);
this.head.render(scaleFactor);
}
if(this.type == 1) {
bindTexture(ResourceManager.ajr_chest);
this.body.render(scaleFactor);
bindTexture(ResourceManager.ajr_arm);
this.leftArm.render(scaleFactor);
this.rightArm.render(scaleFactor);
}
if(this.type == 2) {
bindTexture(ResourceManager.ajr_leg);
this.leftLeg.render(scaleFactor);
this.rightLeg.render(scaleFactor);
}
if(this.type == 3) {
bindTexture(ResourceManager.ajr_leg);
this.leftFoot.render(scaleFactor);
this.rightFoot.render(scaleFactor);
}
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}