import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import ru.coolmyfolken.entity.EntityBullet;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
@SideOnly(Side.CLIENT)
public class RenderEntityB extends Render
{
private static final ResourceLocation bulletTextures = new ResourceLocation("путь к текстуре.png");
public void renderArrow(EntityBullet par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.bindEntityTexture(par1Entity);
GL11.glPushMatrix();
Minecraft.getMinecraft().getTextureManager().bindTexture(bulletTextures);
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
GL11.glRotatef(par1Entity.prevRotationYaw + (par1Entity.rotationYaw - par1Entity.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(par1Entity.prevRotationPitch + (par1Entity.rotationPitch - par1Entity.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
Tessellator tessellator = Tessellator.instance;
byte b0 = 0;
float f2 = 0.0F;
float f3 = 0.5F;
float f4 = (float)(0 + b0 * 10) / 32.0F;
float f5 = (float)(5 + b0 * 10) / 32.0F;
float f6 = 0.0F;
float f7 = 0.15625F;
float f8 = (float)(5 + b0 * 10) / 32.0F;
float f9 = (float)(10 + b0 * 10) / 32.0F;
float f10 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(f10, f10, f10);
GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
tessellator.draw();
GL11.glNormal3f(-f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
tessellator.draw();
for (int i = 0; i < 4; ++i)
{
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, f10);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
tessellator.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
protected ResourceLocation getArrowTextures(EntityBullet par1Entity)
{
return bulletTextures;
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(Entity par1Entity)
{
return this.getArrowTextures((EntityBullet)par1Entity);
}
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.renderArrow((EntityBullet)par1Entity, par2, par4, par6, par8, par9);
}