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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
60 lines
2.1 KiB
Java
60 lines
2.1 KiB
Java
package com.hbm.render.model;
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import org.lwjgl.opengl.GL11;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.loader.ModelRendererObj;
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import net.minecraft.entity.Entity;
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public class ModelArmorAJR extends ModelArmorBase {
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public ModelArmorAJR(int type) {
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super(type);
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this.head = new ModelRendererObj(ResourceManager.armor_ajr, "Head");
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this.body = new ModelRendererObj(ResourceManager.armor_ajr, "Body");
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this.leftArm = new ModelRendererObj(ResourceManager.armor_ajr, "LeftArm").setRotationPoint(5.0F, 2.0F, 0.0F);
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this.rightArm = new ModelRendererObj(ResourceManager.armor_ajr, "RightArm").setRotationPoint(-5.0F, 2.0F, 0.0F);
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this.leftLeg = new ModelRendererObj(ResourceManager.armor_ajr, "LeftLeg").setRotationPoint(1.9F, 12.0F, 0.0F);
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this.rightLeg = new ModelRendererObj(ResourceManager.armor_ajr, "RightLeg").setRotationPoint(-1.9F, 12.0F, 0.0F);
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this.leftFoot = new ModelRendererObj(ResourceManager.armor_ajr, "LeftBoot").setRotationPoint(1.9F, 12.0F, 0.0F);
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this.rightFoot = new ModelRendererObj(ResourceManager.armor_ajr, "RightBoot").setRotationPoint(-1.9F, 12.0F, 0.0F);
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}
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@Override
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public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor) {
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super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entity);
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GL11.glPushMatrix();
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GL11.glShadeModel(GL11.GL_SMOOTH);
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if(this.type == 0) {
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bindTexture(ResourceManager.ajr_helmet);
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this.head.render(scaleFactor);
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}
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if(this.type == 1) {
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bindTexture(ResourceManager.ajr_chest);
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this.body.render(scaleFactor);
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bindTexture(ResourceManager.ajr_arm);
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this.leftArm.render(scaleFactor);
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this.rightArm.render(scaleFactor);
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}
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if(this.type == 2) {
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bindTexture(ResourceManager.ajr_leg);
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this.leftLeg.render(scaleFactor);
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this.rightLeg.render(scaleFactor);
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}
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if(this.type == 3) {
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bindTexture(ResourceManager.ajr_leg);
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this.leftFoot.render(scaleFactor);
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this.rightFoot.render(scaleFactor);
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}
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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}
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}
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