Added infrastructure and rendering for the Soul Arrow.
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package WayofTime.bloodmagic.client.render.entity;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import org.lwjgl.opengl.GL11;
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import WayofTime.bloodmagic.entity.projectile.EntitySoulArrow;
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@SideOnly(Side.CLIENT)
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public class RenderEntitySoulArrow extends Render<EntitySoulArrow>
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{
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private static final ResourceLocation arrowTextures = new ResourceLocation("bloodmagic:textures/entities/soulArrow.png");
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public RenderEntitySoulArrow(RenderManager renderManagerIn)
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{
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super(renderManagerIn);
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}
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public void doRender(EntitySoulArrow entity, double x, double y, double z, float entityYaw, float partialTicks)
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{
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this.bindEntityTexture(entity);
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GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlStateManager.pushMatrix();
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GlStateManager.translate((float) x, (float) y, (float) z);
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GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
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Tessellator tessellator = Tessellator.getInstance();
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WorldRenderer worldrenderer = tessellator.getWorldRenderer();
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int i = 0;
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float f = 0.0F;
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float f1 = 0.5F;
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float f2 = (float) (0 + i * 10) / 32.0F;
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float f3 = (float) (5 + i * 10) / 32.0F;
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float f4 = 0.0F;
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float f5 = 0.15625F;
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float f6 = (float) (5 + i * 10) / 32.0F;
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float f7 = (float) (10 + i * 10) / 32.0F;
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float f8 = 0.05625F;
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GlStateManager.enableRescaleNormal();
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float f9 = (float) entity.arrowShake - partialTicks;
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if (f9 > 0.0F)
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{
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float f10 = -MathHelper.sin(f9 * 3.0F) * f9;
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GlStateManager.rotate(f10, 0.0F, 0.0F, 1.0F);
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}
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GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F);
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GlStateManager.scale(f8, f8, f8);
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GlStateManager.translate(-4.0F, 0.0F, 0.0F);
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GL11.glNormal3f(f8, 0.0F, 0.0F);
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worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
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worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double) f4, (double) f6).endVertex();
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worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double) f5, (double) f6).endVertex();
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worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double) f5, (double) f7).endVertex();
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worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double) f4, (double) f7).endVertex();
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tessellator.draw();
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GL11.glNormal3f(-f8, 0.0F, 0.0F);
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worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
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worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double) f4, (double) f6).endVertex();
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worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double) f5, (double) f6).endVertex();
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worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double) f5, (double) f7).endVertex();
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worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double) f4, (double) f7).endVertex();
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tessellator.draw();
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for (int j = 0; j < 4; ++j)
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{
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GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
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GL11.glNormal3f(0.0F, 0.0F, f8);
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worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
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worldrenderer.pos(-8.0D, -2.0D, 0.0D).tex((double) f, (double) f2).endVertex();
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worldrenderer.pos(8.0D, -2.0D, 0.0D).tex((double) f1, (double) f2).endVertex();
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worldrenderer.pos(8.0D, 2.0D, 0.0D).tex((double) f1, (double) f3).endVertex();
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worldrenderer.pos(-8.0D, 2.0D, 0.0D).tex((double) f, (double) f3).endVertex();
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tessellator.draw();
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}
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GlStateManager.disableRescaleNormal();
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GlStateManager.popMatrix();
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super.doRender(entity, x, y, z, entityYaw, partialTicks);
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}
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/**
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* Returns the location of an entity's texture. Doesn't seem to be called
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* unless you call Render.bindEntityTexture.
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*/
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protected ResourceLocation getEntityTexture(EntitySoulArrow entity)
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{
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return arrowTextures;
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}
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}
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@ -0,0 +1,15 @@
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package WayofTime.bloodmagic.client.render.entity;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraftforge.fml.client.registry.IRenderFactory;
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import WayofTime.bloodmagic.entity.projectile.EntitySoulArrow;
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public class SoulArrowRenderFactory implements IRenderFactory<EntitySoulArrow>
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{
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@Override
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public Render<? super EntitySoulArrow> createRenderFor(RenderManager manager)
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{
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return new RenderEntitySoulArrow(manager);
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}
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}
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