Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/render/item/weapon/ItemRenderWeaponFFNightmare.java
2022-04-24 21:03:19 +02:00

98 lines
2.2 KiB
Java

package com.hbm.render.item.weapon;
import org.lwjgl.opengl.GL11;
import com.hbm.items.weapon.ItemGunBase;
import com.hbm.main.ResourceManager;
import net.minecraft.client.Minecraft;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
public class ItemRenderWeaponFFNightmare implements IItemRenderer {
@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
switch(type) {
case EQUIPPED:
case EQUIPPED_FIRST_PERSON:
case ENTITY:
case INVENTORY:
return true;
default: return false;
}
}
@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_ROTATION || helper == ItemRendererHelper.ENTITY_BOBBING);
}
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_CULL_FACE);
switch(type) {
case EQUIPPED_FIRST_PERSON:
double s0 = 0.2D;
GL11.glTranslated(0.75, 0.55, 0);
GL11.glScaled(s0, s0, s0);
GL11.glRotated(100, 0, -1, 0);
GL11.glRotated(25, 1, 0, 0);
break;
case EQUIPPED:
double scale = 0.2D;
GL11.glRotated(195, 0, 1, 0);
GL11.glRotated(-10, 0, 0, 1);
GL11.glRotated(-10, 1, 0, 0);
GL11.glTranslated(-0.5, 0.3, -0.25);
GL11.glScaled(scale, scale, scale);
break;
case ENTITY:
double s1 = 0.15D;
GL11.glScaled(s1, s1, s1);
GL11.glRotated(90, 0, 1, 0);
break;
case INVENTORY:
GL11.glEnable(GL11.GL_LIGHTING);
double s = 1.75D;
GL11.glTranslated(10, 9, 0);
GL11.glRotated(-135, 0, 0, 1);
GL11.glRotated(90, 0, 1, 0);
GL11.glScaled(s, s, -s);
break;
default: break;
}
GL11.glShadeModel(GL11.GL_SMOOTH);
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.ff_nightmare_orig_tex);
ResourceManager.ff_nightmare.renderPart("Gun");
int ammo = ItemGunBase.getMag(item);
for(int i = 0; i < ammo; i++) {
ResourceManager.ff_nightmare.renderPart("Bullet" + (i + 1));
}
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}