mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
104 lines
2.4 KiB
Java
104 lines
2.4 KiB
Java
package com.hbm.render.item;
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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.anim.HbmAnimations;
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import net.minecraft.client.Minecraft;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.client.IItemRenderer;
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public class ItemRenderBoltgun implements IItemRenderer {
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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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GL11.glPushMatrix();
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EntityPlayer player = Minecraft.getMinecraft().thePlayer;
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.boltgun_tex);
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double s0 = 0.15D;
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GL11.glTranslated(0.5, 0.35, -0.25F);
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GL11.glRotated(15, 0, 0, 1);
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GL11.glRotated(80, 0, 1, 0);
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GL11.glScaled(s0, s0, s0);
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GL11.glPushMatrix();
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double[] anim = HbmAnimations.getRelevantTransformation("RECOIL");
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GL11.glTranslated(0, 0, -anim[0]);
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if(anim[0] != 0) player.isSwingInProgress = false;
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ResourceManager.boltgun.renderPart("Barrel");
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GL11.glPopMatrix();
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break;
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case EQUIPPED:
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double scale = 0.25D;
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GL11.glScaled(scale, scale, scale);
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GL11.glRotated(10, 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(1.5, -0.25, 1);
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break;
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case ENTITY:
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double s1 = 0.1D;
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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_ALPHA_TEST);
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GL11.glEnable(GL11.GL_LIGHTING);
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double s = 1.75D;
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GL11.glTranslated(7, 10, 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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ResourceManager.boltgun.renderPart("Gun");
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if(type != type.EQUIPPED_FIRST_PERSON) {
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ResourceManager.boltgun.renderPart("Barrel");
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}
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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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