mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
131 lines
3.5 KiB
Java
131 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.ModItems;
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import com.hbm.main.MainRegistry;
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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 ItemRenderWeaponNovac implements IItemRenderer {
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public ItemRenderWeaponNovac() { }
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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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//prevent rendering when using scope
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if(item.getItem() == ModItems.gun_revolver_pip && type == ItemRenderType.EQUIPPED_FIRST_PERSON && MainRegistry.proxy.me().isSneaking()) return;
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GL11.glPushMatrix();
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GL11.glEnable(GL11.GL_CULL_FACE);
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if(item.getItem() == ModItems.gun_revolver_nopip) Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.novac_tex);
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if(item.getItem() == ModItems.gun_revolver_blackjack) Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.blackjack_tex);
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if(item.getItem() == ModItems.gun_revolver_silver) Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.lent_gun_tex);
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if(item.getItem() == ModItems.gun_revolver_red) Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.red_key_tex);
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double s0 = 0.4D;
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GL11.glRotated(25, 0, 0, 1);
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GL11.glRotated(80, 0, 1, 0);
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GL11.glRotatef(180, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-0.0F, 0.0F, -1.25F);
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GL11.glScaled(s0, s0, s0);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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HbmAnimations.applyRelevantTransformation("Body");
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ResourceManager.novac.renderPart("Body");
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("Cylinder");
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ResourceManager.novac.renderPart("Cylinder");
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("Hammer");
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ResourceManager.novac.renderPart("Hammer");
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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HbmAnimations.applyRelevantTransformation("Trigger");
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ResourceManager.novac.renderPart("Trigger");
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GL11.glPopMatrix();
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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return;
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case EQUIPPED:
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double scale = 0.35D;
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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(-5, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(10, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F);
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GL11.glRotatef(180, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-1.25F, 0.25F, -1F);
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break;
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case ENTITY:
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double s1 = 0.3D;
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GL11.glScaled(s1, s1, s1);
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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 = 3D;
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GL11.glTranslated(7, 8, 0);
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GL11.glRotated(90, 0, 1, 0);
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GL11.glRotated(135, 1, 0, 0);
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GL11.glScaled(s, s, -s);
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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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ResourceManager.novac.renderAllExcept("Scope");
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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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