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.Minecraft;
007    import net.minecraft.client.entity.EntityPlayerSP;
008    import net.minecraft.client.gui.FontRenderer;
009    import net.minecraft.client.model.ModelBiped;
010    import net.minecraft.client.renderer.RenderBlocks;
011    import net.minecraft.client.renderer.Tessellator;
012    import net.minecraft.client.renderer.tileentity.TileEntitySkullRenderer;
013    import net.minecraft.entity.Entity;
014    import net.minecraft.entity.EntityLiving;
015    import net.minecraft.entity.player.EntityPlayer;
016    import net.minecraft.item.EnumAction;
017    import net.minecraft.item.EnumArmorMaterial;
018    import net.minecraft.item.Item;
019    import net.minecraft.item.ItemBlock;
020    import net.minecraft.item.ItemArmor;
021    import net.minecraft.item.ItemStack;
022    import net.minecraft.util.MathHelper;
023    import org.lwjgl.opengl.GL11;
024    
025    import static net.minecraftforge.client.IItemRenderer.ItemRenderType.*;
026    import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.*;
027    import net.minecraftforge.client.IItemRenderer;
028    import net.minecraftforge.client.MinecraftForgeClient;
029    import net.minecraftforge.client.ForgeHooksClient;
030    
031    @SideOnly(Side.CLIENT)
032    public class RenderPlayer extends RenderLiving
033    {
034        private ModelBiped modelBipedMain;
035        private ModelBiped modelArmorChestplate;
036        private ModelBiped modelArmor;
037        public static String[] armorFilenamePrefix = new String[] {"cloth", "chain", "iron", "diamond", "gold"};
038        public static float NAME_TAG_RANGE = 64.0f;
039        public static float NAME_TAG_RANGE_SNEAK = 32.0f;
040    
041        public RenderPlayer()
042        {
043            super(new ModelBiped(0.0F), 0.5F);
044            this.modelBipedMain = (ModelBiped)this.mainModel;
045            this.modelArmorChestplate = new ModelBiped(1.0F);
046            this.modelArmor = new ModelBiped(0.5F);
047        }
048    
049        /**
050         * Set the specified armor model as the player model. Args: player, armorSlot, partialTick
051         */
052        protected int setArmorModel(EntityPlayer par1EntityPlayer, int par2, float par3)
053        {
054            ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3 - par2);
055    
056            if (var4 != null)
057            {
058                Item var5 = var4.getItem();
059    
060                if (var5 instanceof ItemArmor)
061                {
062                    ItemArmor var6 = (ItemArmor)var5;
063                    this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + ".png"));
064                    ModelBiped var7 = par2 == 2 ? this.modelArmor : this.modelArmorChestplate;
065                    var7.bipedHead.showModel = par2 == 0;
066                    var7.bipedHeadwear.showModel = par2 == 0;
067                    var7.bipedBody.showModel = par2 == 1 || par2 == 2;
068                    var7.bipedRightArm.showModel = par2 == 1;
069                    var7.bipedLeftArm.showModel = par2 == 1;
070                    var7.bipedRightLeg.showModel = par2 == 2 || par2 == 3;
071                    var7.bipedLeftLeg.showModel = par2 == 2 || par2 == 3;
072                    this.setRenderPassModel(var7);
073    
074                    if (var7 != null)
075                    {
076                        var7.onGround = this.mainModel.onGround;
077                    }
078    
079                    if (var7 != null)
080                    {
081                        var7.isRiding = this.mainModel.isRiding;
082                    }
083    
084                    if (var7 != null)
085                    {
086                        var7.isChild = this.mainModel.isChild;
087                    }
088    
089                    float var8 = 1.0F;
090    
091                    if (var6.getArmorMaterial() == EnumArmorMaterial.CLOTH)
092                    {
093                        int var9 = var6.getColor(var4);
094                        float var10 = (float)(var9 >> 16 & 255) / 255.0F;
095                        float var11 = (float)(var9 >> 8 & 255) / 255.0F;
096                        float var12 = (float)(var9 & 255) / 255.0F;
097                        GL11.glColor3f(var8 * var10, var8 * var11, var8 * var12);
098    
099                        if (var4.isItemEnchanted())
100                        {
101                            return 31;
102                        }
103    
104                        return 16;
105                    }
106    
107                    GL11.glColor3f(var8, var8, var8);
108    
109                    if (var4.isItemEnchanted())
110                    {
111                        return 15;
112                    }
113    
114                    return 1;
115                }
116            }
117    
118            return -1;
119        }
120    
121        protected void func_82439_b(EntityPlayer par1EntityPlayer, int par2, float par3)
122        {
123            ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3 - par2);
124    
125            if (var4 != null)
126            {
127                Item var5 = var4.getItem();
128    
129                if (var5 instanceof ItemArmor)
130                {
131                    ItemArmor var6 = (ItemArmor)var5;
132                    this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + "_b.png"));
133                    float var7 = 1.0F;
134                    GL11.glColor3f(var7, var7, var7);
135                }
136            }
137        }
138    
139        public void renderPlayer(EntityPlayer par1EntityPlayer, double par2, double par4, double par6, float par8, float par9)
140        {
141            float var10 = 1.0F;
142            GL11.glColor3f(var10, var10, var10);
143            ItemStack var11 = par1EntityPlayer.inventory.getCurrentItem();
144            this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = var11 != null ? 1 : 0;
145    
146            if (var11 != null && par1EntityPlayer.getItemInUseCount() > 0)
147            {
148                EnumAction var12 = var11.getItemUseAction();
149    
150                if (var12 == EnumAction.block)
151                {
152                    this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = 3;
153                }
154                else if (var12 == EnumAction.bow)
155                {
156                    this.modelArmorChestplate.aimedBow = this.modelArmor.aimedBow = this.modelBipedMain.aimedBow = true;
157                }
158            }
159    
160            this.modelArmorChestplate.isSneak = this.modelArmor.isSneak = this.modelBipedMain.isSneak = par1EntityPlayer.isSneaking();
161            double var14 = par4 - (double)par1EntityPlayer.yOffset;
162    
163            if (par1EntityPlayer.isSneaking() && !(par1EntityPlayer instanceof EntityPlayerSP))
164            {
165                var14 -= 0.125D;
166            }
167    
168            super.doRenderLiving(par1EntityPlayer, par2, var14, par6, par8, par9);
169            this.modelArmorChestplate.aimedBow = this.modelArmor.aimedBow = this.modelBipedMain.aimedBow = false;
170            this.modelArmorChestplate.isSneak = this.modelArmor.isSneak = this.modelBipedMain.isSneak = false;
171            this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = 0;
172        }
173    
174        /**
175         * Used to render a player's name above their head
176         */
177        protected void renderName(EntityPlayer par1EntityPlayer, double par2, double par4, double par6)
178        {
179            if (Minecraft.isGuiEnabled() && par1EntityPlayer != this.renderManager.livingPlayer && !par1EntityPlayer.getHasActivePotion())
180            {
181                float var8 = 1.6F;
182                float var9 = 0.016666668F * var8;
183                double var10 = par1EntityPlayer.getDistanceSqToEntity(this.renderManager.livingPlayer);
184                float var12 = par1EntityPlayer.isSneaking() ? NAME_TAG_RANGE_SNEAK : NAME_TAG_RANGE;
185    
186                if (var10 < (double)(var12 * var12))
187                {
188                    String var13 = par1EntityPlayer.username;
189    
190                    if (par1EntityPlayer.isSneaking())
191                    {
192                        FontRenderer var14 = this.getFontRendererFromRenderManager();
193                        GL11.glPushMatrix();
194                        GL11.glTranslatef((float)par2 + 0.0F, (float)par4 + 2.3F, (float)par6);
195                        GL11.glNormal3f(0.0F, 1.0F, 0.0F);
196                        GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
197                        GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
198                        GL11.glScalef(-var9, -var9, var9);
199                        GL11.glDisable(GL11.GL_LIGHTING);
200                        GL11.glTranslatef(0.0F, 0.25F / var9, 0.0F);
201                        GL11.glDepthMask(false);
202                        GL11.glEnable(GL11.GL_BLEND);
203                        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
204                        Tessellator var15 = Tessellator.instance;
205                        GL11.glDisable(GL11.GL_TEXTURE_2D);
206                        var15.startDrawingQuads();
207                        int var16 = var14.getStringWidth(var13) / 2;
208                        var15.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
209                        var15.addVertex((double)(-var16 - 1), -1.0D, 0.0D);
210                        var15.addVertex((double)(-var16 - 1), 8.0D, 0.0D);
211                        var15.addVertex((double)(var16 + 1), 8.0D, 0.0D);
212                        var15.addVertex((double)(var16 + 1), -1.0D, 0.0D);
213                        var15.draw();
214                        GL11.glEnable(GL11.GL_TEXTURE_2D);
215                        GL11.glDepthMask(true);
216                        var14.drawString(var13, -var14.getStringWidth(var13) / 2, 0, 553648127);
217                        GL11.glEnable(GL11.GL_LIGHTING);
218                        GL11.glDisable(GL11.GL_BLEND);
219                        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
220                        GL11.glPopMatrix();
221                    }
222                    else if (par1EntityPlayer.isPlayerSleeping())
223                    {
224                        this.renderLivingLabel(par1EntityPlayer, var13, par2, par4 - 1.5D, par6, 64);
225                    }
226                    else
227                    {
228                        this.renderLivingLabel(par1EntityPlayer, var13, par2, par4, par6, 64);
229                    }
230                }
231            }
232        }
233    
234        /**
235         * Method for adding special render rules
236         */
237        protected void renderSpecials(EntityPlayer par1EntityPlayer, float par2)
238        {
239            float var3 = 1.0F;
240            GL11.glColor3f(var3, var3, var3);
241            super.renderEquippedItems(par1EntityPlayer, par2);
242            super.renderArrowsStuckInEntity(par1EntityPlayer, par2);
243            ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3);
244    
245            if (var4 != null)
246            {
247                GL11.glPushMatrix();
248                this.modelBipedMain.bipedHead.postRender(0.0625F);
249                float var5;
250    
251                if (var4 != null && var4.getItem() instanceof ItemBlock)
252                {
253                    IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(var4, EQUIPPED);
254                    boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, var4, BLOCK_3D));
255    
256                    if (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[var4.itemID].getRenderType()))
257                    {
258                        var5 = 0.625F;
259                        GL11.glTranslatef(0.0F, -0.25F, 0.0F);
260                        GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
261                        GL11.glScalef(var5, -var5, -var5);
262                    }
263    
264                    this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var4, 0);
265                }
266                else if (var4.getItem().itemID == Item.skull.itemID)
267                {
268                    var5 = 1.0625F;
269                    GL11.glScalef(var5, -var5, -var5);
270                    String var6 = "";
271    
272                    if (var4.hasTagCompound() && var4.getTagCompound().hasKey("SkullOwner"))
273                    {
274                        var6 = var4.getTagCompound().getString("SkullOwner");
275                    }
276    
277                    TileEntitySkullRenderer.skullRenderer.func_82393_a(-0.5F, 0.0F, -0.5F, 1, 180.0F, var4.getItemDamage(), var6);
278                }
279    
280                GL11.glPopMatrix();
281            }
282    
283            float var7;
284            float var8;
285    
286            if (par1EntityPlayer.username.equals("deadmau5") && this.loadDownloadableImageTexture(par1EntityPlayer.skinUrl, (String)null))
287            {
288                for (int var20 = 0; var20 < 2; ++var20)
289                {
290                    float var25 = par1EntityPlayer.prevRotationYaw + (par1EntityPlayer.rotationYaw - par1EntityPlayer.prevRotationYaw) * par2 - (par1EntityPlayer.prevRenderYawOffset + (par1EntityPlayer.renderYawOffset - par1EntityPlayer.prevRenderYawOffset) * par2);
291                    var7 = par1EntityPlayer.prevRotationPitch + (par1EntityPlayer.rotationPitch - par1EntityPlayer.prevRotationPitch) * par2;
292                    GL11.glPushMatrix();
293                    GL11.glRotatef(var25, 0.0F, 1.0F, 0.0F);
294                    GL11.glRotatef(var7, 1.0F, 0.0F, 0.0F);
295                    GL11.glTranslatef(0.375F * (float)(var20 * 2 - 1), 0.0F, 0.0F);
296                    GL11.glTranslatef(0.0F, -0.375F, 0.0F);
297                    GL11.glRotatef(-var7, 1.0F, 0.0F, 0.0F);
298                    GL11.glRotatef(-var25, 0.0F, 1.0F, 0.0F);
299                    var8 = 1.3333334F;
300                    GL11.glScalef(var8, var8, var8);
301                    this.modelBipedMain.renderEars(0.0625F);
302                    GL11.glPopMatrix();
303                }
304            }
305    
306            float var11;
307    
308            if (this.loadDownloadableImageTexture(par1EntityPlayer.playerCloakUrl, (String)null) && !par1EntityPlayer.getHasActivePotion() && !par1EntityPlayer.getHideCape())
309            {
310                GL11.glPushMatrix();
311                GL11.glTranslatef(0.0F, 0.0F, 0.125F);
312                double var22 = par1EntityPlayer.field_71091_bM + (par1EntityPlayer.field_71094_bP - par1EntityPlayer.field_71091_bM) * (double)par2 - (par1EntityPlayer.prevPosX + (par1EntityPlayer.posX - par1EntityPlayer.prevPosX) * (double)par2);
313                double var24 = par1EntityPlayer.field_71096_bN + (par1EntityPlayer.field_71095_bQ - par1EntityPlayer.field_71096_bN) * (double)par2 - (par1EntityPlayer.prevPosY + (par1EntityPlayer.posY - par1EntityPlayer.prevPosY) * (double)par2);
314                double var9 = par1EntityPlayer.field_71097_bO + (par1EntityPlayer.field_71085_bR - par1EntityPlayer.field_71097_bO) * (double)par2 - (par1EntityPlayer.prevPosZ + (par1EntityPlayer.posZ - par1EntityPlayer.prevPosZ) * (double)par2);
315                var11 = par1EntityPlayer.prevRenderYawOffset + (par1EntityPlayer.renderYawOffset - par1EntityPlayer.prevRenderYawOffset) * par2;
316                double var12 = (double)MathHelper.sin(var11 * (float)Math.PI / 180.0F);
317                double var14 = (double)(-MathHelper.cos(var11 * (float)Math.PI / 180.0F));
318                float var16 = (float)var24 * 10.0F;
319    
320                if (var16 < -6.0F)
321                {
322                    var16 = -6.0F;
323                }
324    
325                if (var16 > 32.0F)
326                {
327                    var16 = 32.0F;
328                }
329    
330                float var17 = (float)(var22 * var12 + var9 * var14) * 100.0F;
331                float var18 = (float)(var22 * var14 - var9 * var12) * 100.0F;
332    
333                if (var17 < 0.0F)
334                {
335                    var17 = 0.0F;
336                }
337    
338                float var19 = par1EntityPlayer.prevCameraYaw + (par1EntityPlayer.cameraYaw - par1EntityPlayer.prevCameraYaw) * par2;
339                var16 += MathHelper.sin((par1EntityPlayer.prevDistanceWalkedModified + (par1EntityPlayer.distanceWalkedModified - par1EntityPlayer.prevDistanceWalkedModified) * par2) * 6.0F) * 32.0F * var19;
340    
341                if (par1EntityPlayer.isSneaking())
342                {
343                    var16 += 25.0F;
344                }
345    
346                GL11.glRotatef(6.0F + var17 / 2.0F + var16, 1.0F, 0.0F, 0.0F);
347                GL11.glRotatef(var18 / 2.0F, 0.0F, 0.0F, 1.0F);
348                GL11.glRotatef(-var18 / 2.0F, 0.0F, 1.0F, 0.0F);
349                GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
350                this.modelBipedMain.renderCloak(0.0625F);
351                GL11.glPopMatrix();
352            }
353    
354            ItemStack var21 = par1EntityPlayer.inventory.getCurrentItem();
355    
356            if (var21 != null)
357            {
358                GL11.glPushMatrix();
359                this.modelBipedMain.bipedRightArm.postRender(0.0625F);
360                GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);
361    
362                if (par1EntityPlayer.fishEntity != null)
363                {
364                    var21 = new ItemStack(Item.stick);
365                }
366    
367                EnumAction var23 = null;
368    
369                if (par1EntityPlayer.getItemInUseCount() > 0)
370                {
371                    var23 = var21.getItemUseAction();
372                }
373    
374                IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(var21, EQUIPPED);
375                boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, var21, BLOCK_3D));
376    
377                if (var21.getItem() instanceof ItemBlock && (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[var21.itemID].getRenderType())))
378                {
379                    var7 = 0.5F;
380                    GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);
381                    var7 *= 0.75F;
382                    GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F);
383                    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
384                    GL11.glScalef(-var7, -var7, var7);
385                }
386                else if (var21.itemID == Item.bow.itemID)
387                {
388                    var7 = 0.625F;
389                    GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
390                    GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
391                    GL11.glScalef(var7, -var7, var7);
392                    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
393                    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
394                }
395                else if (Item.itemsList[var21.itemID].isFull3D())
396                {
397                    var7 = 0.625F;
398    
399                    if (Item.itemsList[var21.itemID].shouldRotateAroundWhenRendering())
400                    {
401                        GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
402                        GL11.glTranslatef(0.0F, -0.125F, 0.0F);
403                    }
404    
405                    if (par1EntityPlayer.getItemInUseCount() > 0 && var23 == EnumAction.block)
406                    {
407                        GL11.glTranslatef(0.05F, 0.0F, -0.1F);
408                        GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
409                        GL11.glRotatef(-10.0F, 1.0F, 0.0F, 0.0F);
410                        GL11.glRotatef(-60.0F, 0.0F, 0.0F, 1.0F);
411                    }
412    
413                    GL11.glTranslatef(0.0F, 0.1875F, 0.0F);
414                    GL11.glScalef(var7, -var7, var7);
415                    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
416                    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
417                }
418                else
419                {
420                    var7 = 0.375F;
421                    GL11.glTranslatef(0.25F, 0.1875F, -0.1875F);
422                    GL11.glScalef(var7, var7, var7);
423                    GL11.glRotatef(60.0F, 0.0F, 0.0F, 1.0F);
424                    GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
425                    GL11.glRotatef(20.0F, 0.0F, 0.0F, 1.0F);
426                }
427    
428                float var10;
429                int var27;
430                float var28;
431    
432                if (var21.getItem().requiresMultipleRenderPasses())
433                {
434                    for (var27 = 0; var27 < var21.getItem().getRenderPasses(var21.getItemDamage()); ++var27)
435                    {
436                        int var26 = var21.getItem().getColorFromItemStack(var21, var27);
437                        var28 = (float)(var26 >> 16 & 255) / 255.0F;
438                        var10 = (float)(var26 >> 8 & 255) / 255.0F;
439                        var11 = (float)(var26 & 255) / 255.0F;
440                        GL11.glColor4f(var28, var10, var11, 1.0F);
441                        this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var21, var27);
442                    }
443                }
444                else
445                {
446                    var27 = var21.getItem().getColorFromItemStack(var21, 0);
447                    var8 = (float)(var27 >> 16 & 255) / 255.0F;
448                    var28 = (float)(var27 >> 8 & 255) / 255.0F;
449                    var10 = (float)(var27 & 255) / 255.0F;
450                    GL11.glColor4f(var8, var28, var10, 1.0F);
451                    this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var21, 0);
452                }
453    
454                GL11.glPopMatrix();
455            }
456        }
457    
458        protected void renderPlayerScale(EntityPlayer par1EntityPlayer, float par2)
459        {
460            float var3 = 0.9375F;
461            GL11.glScalef(var3, var3, var3);
462        }
463    
464        public void func_82441_a(EntityPlayer par1EntityPlayer)
465        {
466            float var2 = 1.0F;
467            GL11.glColor3f(var2, var2, var2);
468            this.modelBipedMain.onGround = 0.0F;
469            this.modelBipedMain.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, par1EntityPlayer);
470            this.modelBipedMain.bipedRightArm.render(0.0625F);
471        }
472    
473        /**
474         * Renders player with sleeping offset if sleeping
475         */
476        protected void renderPlayerSleep(EntityPlayer par1EntityPlayer, double par2, double par4, double par6)
477        {
478            if (par1EntityPlayer.isEntityAlive() && par1EntityPlayer.isPlayerSleeping())
479            {
480                super.renderLivingAt(par1EntityPlayer, par2 + (double)par1EntityPlayer.field_71079_bU, par4 + (double)par1EntityPlayer.field_71082_cx, par6 + (double)par1EntityPlayer.field_71089_bV);
481            }
482            else
483            {
484                super.renderLivingAt(par1EntityPlayer, par2, par4, par6);
485            }
486        }
487    
488        /**
489         * Rotates the player if the player is sleeping. This method is called in rotateCorpse.
490         */
491        protected void rotatePlayer(EntityPlayer par1EntityPlayer, float par2, float par3, float par4)
492        {
493            if (par1EntityPlayer.isEntityAlive() && par1EntityPlayer.isPlayerSleeping())
494            {
495                GL11.glRotatef(par1EntityPlayer.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
496                GL11.glRotatef(this.getDeathMaxRotation(par1EntityPlayer), 0.0F, 0.0F, 1.0F);
497                GL11.glRotatef(270.0F, 0.0F, 1.0F, 0.0F);
498            }
499            else
500            {
501                super.rotateCorpse(par1EntityPlayer, par2, par3, par4);
502            }
503        }
504    
505        /**
506         * Passes the specialRender and renders it
507         */
508        protected void passSpecialRender(EntityLiving par1EntityLiving, double par2, double par4, double par6)
509        {
510            this.renderName((EntityPlayer)par1EntityLiving, par2, par4, par6);
511        }
512    
513        /**
514         * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
515         * entityLiving, partialTickTime
516         */
517        protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
518        {
519            this.renderPlayerScale((EntityPlayer)par1EntityLiving, par2);
520        }
521    
522        protected void func_82408_c(EntityLiving par1EntityLiving, int par2, float par3)
523        {
524            this.func_82439_b((EntityPlayer)par1EntityLiving, par2, par3);
525        }
526    
527        /**
528         * Queries whether should render the specified pass or not.
529         */
530        protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
531        {
532            return this.setArmorModel((EntityPlayer)par1EntityLiving, par2, par3);
533        }
534    
535        protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
536        {
537            this.renderSpecials((EntityPlayer)par1EntityLiving, par2);
538        }
539    
540        protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
541        {
542            this.rotatePlayer((EntityPlayer)par1EntityLiving, par2, par3, par4);
543        }
544    
545        /**
546         * Sets a simple glTranslate on a LivingEntity.
547         */
548        protected void renderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
549        {
550            this.renderPlayerSleep((EntityPlayer)par1EntityLiving, par2, par4, par6);
551        }
552    
553        public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
554        {
555            this.renderPlayer((EntityPlayer)par1EntityLiving, par2, par4, par6, par8, par9);
556        }
557    
558        /**
559         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
560         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
561         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
562         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
563         */
564        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
565        {
566            this.renderPlayer((EntityPlayer)par1Entity, par2, par4, par6, par8, par9);
567        }
568    }