mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
129 lines
3.5 KiB
Java
129 lines
3.5 KiB
Java
package com.hbm.render.item.weapon;
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import org.lwjgl.opengl.GL11;
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import com.hbm.items.weapon.ItemGunBase;
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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.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.client.IItemRenderer;
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public class ItemRenderWeaponShotty implements IItemRenderer {
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public ItemRenderWeaponShotty() { }
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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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return true;
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case INVENTORY:
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return false;
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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.glDisable(GL11.GL_CULL_FACE);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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String barrel = "Body_Cube.008";
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String handle = "handle_Cylinder.005";
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String shells = "boolets_Cylinder.008";
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.shotty_tex);
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EntityPlayer player = Minecraft.getMinecraft().thePlayer;
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double[] recoil = HbmAnimations.getRelevantTransformation("SHOTTY_RECOIL");
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double[] eject = HbmAnimations.getRelevantTransformation("SHOTTY_BREAK");
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double[] ejectShell = HbmAnimations.getRelevantTransformation("SHOTTY_EJECT");
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double[] insertShell = HbmAnimations.getRelevantTransformation("SHOTTY_INSERT");
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GL11.glScalef(0.5F, 0.5F, 0.5F);
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GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(-10F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(1.75F, -0.2F, -0.3F);
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if(player.isSneaking()) {
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GL11.glTranslatef(0F, 1.0F, -2.05F);
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GL11.glRotatef(3.5F, 0.0F, 1.0F, 0.0F);
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} else {
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GL11.glRotated(-eject[2] * 0.25, 0, 0, 1);
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}
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GL11.glTranslated(-recoil[0] * 2, 0, 0);
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GL11.glRotated(recoil[0] * 5, 0, 0, 1);
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GL11.glPushMatrix();
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GL11.glRotated(-eject[2] * 0.8, 0, 0, 1);
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ResourceManager.shotty.renderPart(barrel);
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GL11.glPushMatrix();
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GL11.glRotated(ejectShell[0] * 90, 0, 0, 1);
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GL11.glTranslated(-ejectShell[0] * 10, 0, 0);
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ResourceManager.shotty.renderPart(shells);
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GL11.glPopMatrix();
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if(ItemGunBase.getBeltSize(player, ItemGunBase.getBeltType(player, item, true)) > 0) {
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GL11.glPushMatrix();
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GL11.glTranslated(-insertShell[0], insertShell[2] * -2, insertShell[2] * -1);
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ResourceManager.shotty.renderPart(shells);
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GL11.glPopMatrix();
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}
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GL11.glPopMatrix();
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ResourceManager.shotty.renderPart(handle);
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break;
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case EQUIPPED:
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GL11.glRotatef(-80F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-10F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(10F, 1.0F, 0.0F, 0.0F);
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GL11.glRotatef(5F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(0.5F, 0.0F, -0.4F);
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GL11.glScaled(0.35, 0.35, 0.35);
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ResourceManager.shotty.renderPart(handle);
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ResourceManager.shotty.renderPart(barrel);
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break;
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case ENTITY:
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GL11.glScaled(0.5, 0.5, 0.5);
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GL11.glTranslatef(-1.0F, 0.2F, 0.0F);
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ResourceManager.shotty.renderPart(handle);
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ResourceManager.shotty.renderPart(barrel);
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break;
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default: break;
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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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