BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/renderer/projectile/RenderFireProjectile.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

40 lines
1.6 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.projectile;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class RenderFireProjectile {
// public void doRenderProjectile(FireProjectile 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.func_110776_a(this.func_110775_a(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)
// {
// this.doRenderProjectile((FireProjectile)par1Entity, par2, par4, par6, par8, par9);
// }
//
// @Override
// protected ResourceLocation func_110775_a(Entity entity)
// {
// return new ResourceLocation("alchemicalwizardry:/textures/entities/fireProjectile.png");
// }
}