mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
144 lines
3.5 KiB
Java
144 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.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.minecraft.util.ResourceLocation;
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import net.minecraftforge.client.IItemRenderer;
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import net.minecraftforge.client.model.IModelCustom;
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public class ItemRenderWeaponFFBolt implements IItemRenderer {
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ResourceLocation texture;
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IModelCustom model;
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public ItemRenderWeaponFFBolt(IModelCustom model, ResourceLocation texture) {
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this.model = model;
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this.texture = texture;
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}
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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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if(item.getItem() == ModItems.gun_bolt_action_saturnite && Minecraft.getMinecraft().thePlayer.isSneaking()) return;
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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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boolean renderBolt = true;
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Minecraft.getMinecraft().renderEngine.bindTexture(texture);
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double s0 = 0.5D;
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GL11.glTranslated(0.5, 0.25, -0.2);
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GL11.glScaled(s0, s0, s0);
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GL11.glRotated(15, 0, 0, 1);
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GL11.glRotated(20, 0, -1, 0);
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double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
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GL11.glTranslated(recoil[0] * -0.5, 0, 0);
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double[] pull = HbmAnimations.getRelevantTransformation("LEVER_PULL");
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double[] rotate = HbmAnimations.getRelevantTransformation("LEVER_ROTATE");
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GL11.glPushMatrix();
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GL11.glTranslated(pull[0], 0, 0);
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double heightOffset = 0.52D;
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GL11.glTranslated(0, heightOffset, 0);
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GL11.glRotated(rotate[0] * 35, -1, 0, 0);
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GL11.glTranslated(0, -heightOffset, 0);
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model.renderPart("Bolt");
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GL11.glPopMatrix();
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renderBolt = false;
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/*if(item.getItem() == ModItems.gun_bolt_action_saturnite) {
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GL11.glPushMatrix();
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_LIGHTING);
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Tessellator tessellator = Tessellator.instance;
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int color = 0x00FF00;
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tessellator.startDrawing(3);
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tessellator.setColorOpaque_I(color);
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tessellator.addVertex(5, 0, 0);
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tessellator.addVertex(150, 0, 0);
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tessellator.draw();
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glPopMatrix();
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}*/
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break;
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case EQUIPPED:
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double scale = 0.25D;
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GL11.glRotated(-75, 0, 1, 0);
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GL11.glRotated(-10, 0, 0, 1);
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GL11.glRotated(10, 1, 0, 0);
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GL11.glTranslated(0.3, 0.15, -0.5);
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GL11.glScaled(scale, scale, scale);
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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.glRotated(90, 0, 1, 0);
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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 = 1.5D;
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GL11.glTranslated(10, 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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break;
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default: break;
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}
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model.renderPart("Gun");
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if(renderBolt)
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model.renderPart("Bolt");
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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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