BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/renderer/projectile/RenderEnergyBlastProjectile.java
Fenn e3644f2d2b Massive rework of configs, items and blocks.
I redone where the items/blocsks are stored and how the configs are
handled to clean up it and give space. You can change the config line to
AWWayofTime if you want to keep the compatibility with old configs. Now
you reference the blocks from the ModBlocks and Items from the ModItems.
2014-01-17 21:05:38 +00:00

90 lines
3.4 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.projectile;
import WayofTime.alchemicalWizardry.common.entity.projectile.*;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
@SideOnly(Side.CLIENT)
public class RenderEnergyBlastProjectile extends Render {
public void doRenderEnergyBlastProjectile(EnergyBlastProjectile entityShot, double par2, double par4, double par6, float par8, float par9)
{
GL11.glPushMatrix();
GL11.glTranslatef((float) par2, (float) par4, (float) par6);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(0.1F, 0.1F, 0.1F);
this.bindTexture(this.getEntityTexture(entityShot));
Tessellator var12 = Tessellator.instance;
GL11.glRotatef(180.0F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
var12.startDrawingQuads();
var12.setNormal(0.0F, 1.0F, 0.0F);
var12.addVertexWithUV(-0.5F, -0.25F, 0.0D, 0, 1);
var12.addVertexWithUV(0.5F, -0.25F, 0.0D, 1, 1);
var12.addVertexWithUV(0.5F, 0.75F, 0.0D, 1, 0);
var12.addVertexWithUV(-0.5F, 0.75F, 0.0D, 0, 0);
var12.draw();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
@Override
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
if (par1Entity instanceof EnergyBlastProjectile)
{
this.doRenderEnergyBlastProjectile((EnergyBlastProjectile) par1Entity, par2, par4, par6, par8, par9);
}
}
@Override
protected ResourceLocation getEntityTexture(Entity entity)
{
if (entity instanceof IceProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/iceProjectile.png");
}
if (entity instanceof FireProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/fireProjectile.png");
}
if (entity instanceof ExplosionProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/explosionProjectile.png");
}
if (entity instanceof HolyProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/holyProjectile.png");
}
if (entity instanceof WindGustProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/windGustProjectile.png");
}
if (entity instanceof LightningBoltProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/lightningProjectile.png");
}
if (entity instanceof WaterProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/waterProjectile.png");
}
if (entity instanceof MudProjectile)
{
return new ResourceLocation("alchemicalwizardry", "textures/entities/mudProjectile.png");
}
return new ResourceLocation("alchemicalwizardry", "textures/entities/energyBlastProjectile.png");
}
}