mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Reload issue was caused by some logic errors. Also made a new method for inventory checks that should be more efficient for single items.
58 lines
1.5 KiB
Java
58 lines
1.5 KiB
Java
package com.hbm.render.item.weapon;
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import org.lwjgl.opengl.GL11;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.item.ItemRenderBase;
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import net.minecraft.client.Minecraft;
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import net.minecraft.item.ItemStack;
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public class ItemRenderM2 extends ItemRenderBase
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{
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public ItemRenderM2()
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{
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}
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static final float scale1 = 0.35f,
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scale2 = 3.5f,
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scale3 = 0.25f,
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scale4 = 0.75f;
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@Override
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public void renderItem(ItemRenderType type, ItemStack item, Object... data)
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{
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// super.renderItem(type, item, data);
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switch (type)
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{
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case ENTITY:
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GL11.glScalef(scale4, scale4, scale4); break;
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case EQUIPPED:
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GL11.glScalef(scale1, scale1, -scale1);
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// GL11.glRotatef(10, 1, 0, 0);
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GL11.glRotatef(-90, 0, 1, 0);
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GL11.glTranslatef(-0.4f, 0.5f, -5);
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GL11.glRotatef(30, 1, 0, 0);
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break;
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case EQUIPPED_FIRST_PERSON:
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GL11.glRotatef(-90, 0, 1, 0);
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if (Minecraft.getMinecraft().thePlayer.isSneaking())
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{
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GL11.glTranslatef(-0.96f, -0.9f, -2);
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GL11.glRotatef(-5.6f, 0, 1, 1);
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} else
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GL11.glTranslatef(0, -1, -3);
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GL11.glRotatef(25, 1, 0, 0);
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break;
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case INVENTORY:
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GL11.glScalef(scale2, scale2, scale2);
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GL11.glRotatef(90, 1, 0, 0);
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GL11.glRotatef(130, 0, 1, 0);
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GL11.glRotatef(90, 0, 0, 1);
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GL11.glTranslatef(0, -2, 3);
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break;
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default: break;
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}
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Minecraft.getMinecraft().getTextureManager().bindTexture(ResourceManager.m2_tex);
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ResourceManager.m2.renderAll();
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}
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}
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