mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
86 lines
2.2 KiB
Java
86 lines
2.2 KiB
Java
// Date: 14.09.2015 19:47:47
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// Template version 1.1
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// Java generated by Techne
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// Keep in mind that you still need to fill in some blanks
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// - ZeuX
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package com.hbm.render;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.model.ModelBiped;
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import net.minecraft.client.model.ModelRenderer;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.player.EntityPlayer;
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public class ModelGoggles extends ModelBiped
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{
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public ModelGoggles()
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{
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textureWidth = 64;
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textureHeight = 32;
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bipedHead = new ModelRenderer(this, 0, 0);
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bipedHead.addBox(-4.5F, -3F - 2, -4.5F, 9, 3, 1);
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bipedHead.setTextureOffset(0, 4);
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bipedHead.addBox(-4.5F, -3F - 2, -3.5F, 9, 2, 5);
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bipedHead.setTextureOffset(26, 0);
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bipedHead.addBox(1F, -2.5F - 2, -5F, 2, 2, 1);
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bipedHead.setTextureOffset(20, 0);
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bipedHead.addBox(-3F, -2.5F - 2, -5F, 2, 2, 1);
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bipedHead.setTextureOffset(0, 11);
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bipedHead.addBox(-4.5F, -3F - 2, 0.5F, 9, 1, 4);
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}
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/*public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
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{
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super.render(entity, f, f1, f2, f3, f4, f5);
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setRotationAngles(f, f1, f2, f3, f4, f5, entity);
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Shape1.render(f5);
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Shape2.render(f5);
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Shape5.render(f5);
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Shape6.render(f5);
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Shape7.render(f5);
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}*/
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private void setRotation(ModelRenderer model, float x, float y, float z)
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{
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model.rotateAngleX = x;
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model.rotateAngleY = y;
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model.rotateAngleZ = z;
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}
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@Override
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public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
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{
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EntityPlayer player = (EntityPlayer)entity;
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if(player.isSneaking())
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{
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this.isSneak = true;
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} else {
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this.isSneak = false;
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}
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super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
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this.bipedHead.rotateAngleY = this.bipedHead.rotateAngleY;
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this.bipedHead.rotateAngleX = this.bipedHead.rotateAngleX;
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}
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@Override
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public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
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{
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setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
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GL11.glPushMatrix();
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bipedHead.render(par7);
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GL11.glPopMatrix();
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}
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}
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