mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
109 lines
2.5 KiB
Java
109 lines
2.5 KiB
Java
package com.hbm.render.item.weapon;
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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.anim.HbmAnimations;
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import net.minecraft.client.Minecraft;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.client.IItemRenderer;
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public class ItemRenderWeaponRemington implements IItemRenderer {
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@Override
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public boolean handleRenderType(ItemStack item, ItemRenderType type) {
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switch(type) {
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case EQUIPPED:
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case EQUIPPED_FIRST_PERSON:
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case ENTITY:
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case INVENTORY:
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return true;
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default: return false;
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}
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}
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@Override
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public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
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return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_ROTATION || helper == ItemRendererHelper.ENTITY_BOBBING);
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}
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@Override
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public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
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GL11.glPushMatrix();
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.remington_tex);
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double[] recoilT = HbmAnimations.getRelevantTransformation("RECOIL_TRANSLATE");
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double[] pump = HbmAnimations.getRelevantTransformation("PUMP");
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double s0 = 0.35D;
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GL11.glRotated(25, 0, 0, 1);
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GL11.glRotated(-10, 0, 1, 0);
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GL11.glTranslated(1.25, -1.25, -0.25);
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GL11.glScaled(s0, s0, s0);
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GL11.glTranslated(recoilT[2], 0, 0);
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ResourceManager.remington.renderPart("Gun");
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GL11.glTranslated(pump[2] * 0.5, 0, 0);
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ResourceManager.remington.renderPart("Pump");
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break;
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case EQUIPPED:
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double scale = 0.25D;
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GL11.glScaled(scale, scale, scale);
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GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(-80, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-15F, 0.0F, 0.0F, 1.0F);
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GL11.glTranslatef(2.5F, -3.5F, -2F);
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ResourceManager.remington.renderAll();
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break;
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case ENTITY:
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double s1 = 0.25D;
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GL11.glScaled(s1, s1, s1);
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GL11.glTranslated(0, -3, 0);
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ResourceManager.remington.renderAll();
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break;
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case INVENTORY:
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GL11.glEnable(GL11.GL_LIGHTING);
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double s = 1.25D;
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GL11.glTranslated(4, 11, 0);
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GL11.glRotated(-135, 0, 0, 1);
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GL11.glScaled(s, s, -s);
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ResourceManager.remington.renderAll();
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break;
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default: break;
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}
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GL11.glShadeModel(GL11.GL_SMOOTH);
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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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