91 lines
2.3 KiB
Java

package com.hbm.render.item.weapon;
import org.lwjgl.opengl.GL11;
import com.hbm.items.ModItems;
import com.hbm.main.ResourceManager;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
public class ItemRenderGavel implements IItemRenderer {
public ItemRenderGavel() { }
@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
switch(type) {
case EQUIPPED:
case EQUIPPED_FIRST_PERSON:
case ENTITY:
return true;
default: return false;
}
}
@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_BOBBING || helper == ItemRendererHelper.ENTITY_ROTATION);
}
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
GL11.glPushMatrix();
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
if(item.getItem() == ModItems.wood_gavel)
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.gavel_wood);
if(item.getItem() == ModItems.lead_gavel)
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.gavel_lead);
if(item.getItem() == ModItems.diamond_gavel)
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.gavel_diamond);
if(item.getItem() == ModItems.mese_gavel)
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.gavel_mese);
switch(type) {
case EQUIPPED_FIRST_PERSON:
GL11.glTranslated(1, 0.5, 0);
if(player.isBlocking()) {
GL11.glTranslated(-0.5, 0, 0);
}
GL11.glRotated(45, 0, 0, 1);
GL11.glRotated(90, 0, 1, 0);
if(item.getItem() == ModItems.mese_gavel)
GL11.glScaled(2, 2, 2);
break;
case ENTITY:
GL11.glTranslated(-0.5, 0, 0);
case EQUIPPED:
GL11.glScaled(0.5, 0.5, 0.5);
GL11.glRotated(45, 0, 0, 1);
GL11.glTranslated(1.375, 0, 0);
GL11.glRotated(90, 0, 1, 0);
if(item.getItem() == ModItems.mese_gavel) {
GL11.glScaled(2, 2, 2);
GL11.glTranslated(0, 0.25, 0);
}
break;
default: break;
}
GL11.glShadeModel(GL11.GL_SMOOTH);
ResourceManager.gavel.renderAll();
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}