001    package net.minecraft.client.renderer.entity;
002    
003    import cpw.mods.fml.relauncher.Side;
004    import cpw.mods.fml.relauncher.SideOnly;
005    import net.minecraft.block.Block;
006    import net.minecraft.client.model.ModelIronGolem;
007    import net.minecraft.client.renderer.OpenGlHelper;
008    import net.minecraft.entity.Entity;
009    import net.minecraft.entity.EntityLiving;
010    import net.minecraft.entity.monster.EntityIronGolem;
011    import org.lwjgl.opengl.GL11;
012    import org.lwjgl.opengl.GL12;
013    
014    @SideOnly(Side.CLIENT)
015    public class RenderIronGolem extends RenderLiving
016    {
017        /** Iron Golem's Model. */
018        private ModelIronGolem ironGolemModel;
019    
020        public RenderIronGolem()
021        {
022            super(new ModelIronGolem(), 0.5F);
023            this.ironGolemModel = (ModelIronGolem)this.mainModel;
024        }
025    
026        /**
027         * Renders the Iron Golem.
028         */
029        public void doRenderIronGolem(EntityIronGolem par1EntityIronGolem, double par2, double par4, double par6, float par8, float par9)
030        {
031            super.doRenderLiving(par1EntityIronGolem, par2, par4, par6, par8, par9);
032        }
033    
034        /**
035         * Rotates Iron Golem corpse.
036         */
037        protected void rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem, float par2, float par3, float par4)
038        {
039            super.rotateCorpse(par1EntityIronGolem, par2, par3, par4);
040    
041            if ((double)par1EntityIronGolem.legYaw >= 0.01D)
042            {
043                float var5 = 13.0F;
044                float var6 = par1EntityIronGolem.legSwing - par1EntityIronGolem.legYaw * (1.0F - par4) + 6.0F;
045                float var7 = (Math.abs(var6 % var5 - var5 * 0.5F) - var5 * 0.25F) / (var5 * 0.25F);
046                GL11.glRotatef(6.5F * var7, 0.0F, 0.0F, 1.0F);
047            }
048        }
049    
050        /**
051         * Renders Iron Golem Equipped items.
052         */
053        protected void renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem, float par2)
054        {
055            super.renderEquippedItems(par1EntityIronGolem, par2);
056    
057            if (par1EntityIronGolem.getHoldRoseTick() != 0)
058            {
059                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
060                GL11.glPushMatrix();
061                GL11.glRotatef(5.0F + 180.0F * this.ironGolemModel.ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
062                GL11.glTranslatef(-0.6875F, 1.25F, -0.9375F);
063                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
064                float var3 = 0.8F;
065                GL11.glScalef(var3, -var3, var3);
066                int var4 = par1EntityIronGolem.getBrightnessForRender(par2);
067                int var5 = var4 % 65536;
068                int var6 = var4 / 65536;
069                OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var5 / 1.0F, (float)var6 / 1.0F);
070                GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
071                GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
072                this.loadTexture("/terrain.png");
073                this.renderBlocks.renderBlockAsItem(Block.plantRed, 0, 1.0F);
074                GL11.glPopMatrix();
075                GL11.glDisable(GL12.GL_RESCALE_NORMAL);
076            }
077        }
078    
079        protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
080        {
081            this.renderIronGolemEquippedItems((EntityIronGolem)par1EntityLiving, par2);
082        }
083    
084        protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
085        {
086            this.rotateIronGolemCorpse((EntityIronGolem)par1EntityLiving, par2, par3, par4);
087        }
088    
089        public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
090        {
091            this.doRenderIronGolem((EntityIronGolem)par1EntityLiving, par2, par4, par6, par8, par9);
092        }
093    
094        /**
095         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
096         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
097         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
098         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
099         */
100        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
101        {
102            this.doRenderIronGolem((EntityIronGolem)par1Entity, par2, par4, par6, par8, par9);
103        }
104    }