package net.minecraft.client.renderer.entity;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.model.ModelWither;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.boss.BossStatus;
import net.minecraft.entity.boss.EntityWither;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderWither extends RenderLiving
{
private static final ResourceLocation invulnerableWitherTextures = new ResourceLocation("textures/entity/wither/wither_invulnerable.png");
private static final ResourceLocation witherTextures = new ResourceLocation("textures/entity/wither/wither.png");
private int field_82419_a;
private static final String __OBFID = "CL_00001034";
public RenderWither()
{
super(new ModelWither(), 1.0F);
this.field_82419_a = ((ModelWither)this.mainModel).func_82903_a();
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityWither p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
BossStatus.setBossStatus(p_76986_1_, true);
int i = ((ModelWither)this.mainModel).func_82903_a();
if (i != this.field_82419_a)
{
this.field_82419_a = i;
this.mainModel = new ModelWither();
}
super.doRender((EntityLiving)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntityWither p_110775_1_)
{
int i = p_110775_1_.getInvulTime();
return i > 0 && (i > 80 || i / 5 % 2 != 1) ? invulnerableWitherTextures : witherTextures;
}
/**
* Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
* entityLiving, partialTickTime
*/
protected void preRenderCallback(EntityWither p_77041_1_, float p_77041_2_)
{
int i = p_77041_1_.getInvulTime();
if (i > 0)
{
float f1 = 2.0F - ((float)i - p_77041_2_) / 220.0F * 0.5F;
GL11.glScalef(f1, f1, f1);
}
else
{
GL11.glScalef(2.0F, 2.0F, 2.0F);
}
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityWither p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_1_.isArmored())
{
if (p_77032_1_.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (p_77032_2_ == 1)
{
float f1 = (float)p_77032_1_.ticksExisted + p_77032_3_;
this.bindTexture(invulnerableWitherTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = MathHelper.cos(f1 * 0.02F) * 3.0F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.mainModel);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_BLEND);
float f4 = 0.5F;
GL11.glColor4f(f4, f4, f4, 1.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glTranslatef(0.0F, -0.01F, 0.0F);
GL11.glScalef(1.1F, 1.1F, 1.1F);
return 1;
}
if (p_77032_2_ == 2)
{
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
}
return -1;
}
protected int inheritRenderPass(EntityWither p_77035_1_, int p_77035_2_, float p_77035_3_)
{
return -1;
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityLiving p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
this.doRender((EntityWither)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
/**
* Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
* entityLiving, partialTickTime
*/
protected void preRenderCallback(EntityLivingBase p_77041_1_, float p_77041_2_)
{
this.preRenderCallback((EntityWither)p_77041_1_, p_77041_2_);
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityLivingBase p_77032_1_, int p_77032_2_, float p_77032_3_)
{
return this.shouldRenderPass((EntityWither)p_77032_1_, p_77032_2_, p_77032_3_);
}
protected int inheritRenderPass(EntityLivingBase p_77035_1_, int p_77035_2_, float p_77035_3_)
{
return this.inheritRenderPass((EntityWither)p_77035_1_, p_77035_2_, p_77035_3_);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityLivingBase p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
this.doRender((EntityWither)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(Entity p_110775_1_)
{
return this.getEntityTexture((EntityWither)p_110775_1_);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
this.doRender((EntityWither)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
}