001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import org.lwjgl.opengl.GL11;
006    import org.lwjgl.opengl.GL12;
007    
008    @SideOnly(Side.CLIENT)
009    public class RenderArrow extends Render
010    {
011        public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
012        {
013            this.loadTexture("/item/arrows.png");
014            GL11.glPushMatrix();
015            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
016            GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
017            GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
018            Tessellator var10 = Tessellator.instance;
019            byte var11 = 0;
020            float var12 = 0.0F;
021            float var13 = 0.5F;
022            float var14 = (float)(0 + var11 * 10) / 32.0F;
023            float var15 = (float)(5 + var11 * 10) / 32.0F;
024            float var16 = 0.0F;
025            float var17 = 0.15625F;
026            float var18 = (float)(5 + var11 * 10) / 32.0F;
027            float var19 = (float)(10 + var11 * 10) / 32.0F;
028            float var20 = 0.05625F;
029            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
030            float var21 = (float)par1EntityArrow.arrowShake - par9;
031    
032            if (var21 > 0.0F)
033            {
034                float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
035                GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
036            }
037    
038            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
039            GL11.glScalef(var20, var20, var20);
040            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
041            GL11.glNormal3f(var20, 0.0F, 0.0F);
042            var10.startDrawingQuads();
043            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
044            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
045            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
046            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
047            var10.draw();
048            GL11.glNormal3f(-var20, 0.0F, 0.0F);
049            var10.startDrawingQuads();
050            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
051            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
052            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
053            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
054            var10.draw();
055    
056            for (int var23 = 0; var23 < 4; ++var23)
057            {
058                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
059                GL11.glNormal3f(0.0F, 0.0F, var20);
060                var10.startDrawingQuads();
061                var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
062                var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
063                var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
064                var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
065                var10.draw();
066            }
067    
068            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
069            GL11.glPopMatrix();
070        }
071    
072        /**
073         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
074         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
075         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
076         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
077         */
078        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
079        {
080            this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9);
081        }
082    }