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.client.renderer.Tessellator;
006    import net.minecraft.entity.Entity;
007    import net.minecraft.entity.projectile.EntityPotion;
008    import net.minecraft.potion.PotionHelper;
009    import org.lwjgl.opengl.GL11;
010    import org.lwjgl.opengl.GL12;
011    
012    @SideOnly(Side.CLIENT)
013    public class RenderSnowball extends Render
014    {
015        /**
016         * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this
017         * classes.
018         */
019        private int itemIconIndex;
020    
021        public RenderSnowball(int par1)
022        {
023            this.itemIconIndex = par1;
024        }
025    
026        /**
027         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
028         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
029         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
030         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
031         */
032        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
033        {
034            GL11.glPushMatrix();
035            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
036            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
037            GL11.glScalef(0.5F, 0.5F, 0.5F);
038            this.loadTexture("/gui/items.png");
039            Tessellator var10 = Tessellator.instance;
040    
041            if (this.itemIconIndex == 154)
042            {
043                int var11 = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false);
044                float var12 = (float)(var11 >> 16 & 255) / 255.0F;
045                float var13 = (float)(var11 >> 8 & 255) / 255.0F;
046                float var14 = (float)(var11 & 255) / 255.0F;
047                GL11.glColor3f(var12, var13, var14);
048                GL11.glPushMatrix();
049                this.func_77026_a(var10, 141);
050                GL11.glPopMatrix();
051                GL11.glColor3f(1.0F, 1.0F, 1.0F);
052            }
053    
054            this.func_77026_a(var10, this.itemIconIndex);
055            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
056            GL11.glPopMatrix();
057        }
058    
059        private void func_77026_a(Tessellator par1Tessellator, int par2)
060        {
061            float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F;
062            float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F;
063            float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F;
064            float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F;
065            float var7 = 1.0F;
066            float var8 = 0.5F;
067            float var9 = 0.25F;
068            GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
069            GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
070            par1Tessellator.startDrawingQuads();
071            par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
072            par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6);
073            par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6);
074            par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5);
075            par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5);
076            par1Tessellator.draw();
077        }
078    }