001package net.minecraft.client.renderer.entity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import java.util.Random;
006import net.minecraft.client.renderer.Tessellator;
007import net.minecraft.entity.Entity;
008import net.minecraft.entity.effect.EntityLightningBolt;
009import org.lwjgl.opengl.GL11;
010
011@SideOnly(Side.CLIENT)
012public class RenderLightningBolt extends Render
013{
014    /**
015     * Actually renders the lightning bolt. This method is called through the doRender method.
016     */
017    public void doRenderLightningBolt(EntityLightningBolt par1EntityLightningBolt, double par2, double par4, double par6, float par8, float par9)
018    {
019        Tessellator var10 = Tessellator.instance;
020        GL11.glDisable(GL11.GL_TEXTURE_2D);
021        GL11.glDisable(GL11.GL_LIGHTING);
022        GL11.glEnable(GL11.GL_BLEND);
023        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
024        double[] var11 = new double[8];
025        double[] var12 = new double[8];
026        double var13 = 0.0D;
027        double var15 = 0.0D;
028        Random var17 = new Random(par1EntityLightningBolt.boltVertex);
029
030        for (int var18 = 7; var18 >= 0; --var18)
031        {
032            var11[var18] = var13;
033            var12[var18] = var15;
034            var13 += (double)(var17.nextInt(11) - 5);
035            var15 += (double)(var17.nextInt(11) - 5);
036        }
037
038        for (int var45 = 0; var45 < 4; ++var45)
039        {
040            Random var46 = new Random(par1EntityLightningBolt.boltVertex);
041
042            for (int var19 = 0; var19 < 3; ++var19)
043            {
044                int var20 = 7;
045                int var21 = 0;
046
047                if (var19 > 0)
048                {
049                    var20 = 7 - var19;
050                }
051
052                if (var19 > 0)
053                {
054                    var21 = var20 - 2;
055                }
056
057                double var22 = var11[var20] - var13;
058                double var24 = var12[var20] - var15;
059
060                for (int var26 = var20; var26 >= var21; --var26)
061                {
062                    double var27 = var22;
063                    double var29 = var24;
064
065                    if (var19 == 0)
066                    {
067                        var22 += (double)(var46.nextInt(11) - 5);
068                        var24 += (double)(var46.nextInt(11) - 5);
069                    }
070                    else
071                    {
072                        var22 += (double)(var46.nextInt(31) - 15);
073                        var24 += (double)(var46.nextInt(31) - 15);
074                    }
075
076                    var10.startDrawing(5);
077                    float var31 = 0.5F;
078                    var10.setColorRGBA_F(0.9F * var31, 0.9F * var31, 1.0F * var31, 0.3F);
079                    double var32 = 0.1D + (double)var45 * 0.2D;
080
081                    if (var19 == 0)
082                    {
083                        var32 *= (double)var26 * 0.1D + 1.0D;
084                    }
085
086                    double var34 = 0.1D + (double)var45 * 0.2D;
087
088                    if (var19 == 0)
089                    {
090                        var34 *= (double)(var26 - 1) * 0.1D + 1.0D;
091                    }
092
093                    for (int var36 = 0; var36 < 5; ++var36)
094                    {
095                        double var37 = par2 + 0.5D - var32;
096                        double var39 = par6 + 0.5D - var32;
097
098                        if (var36 == 1 || var36 == 2)
099                        {
100                            var37 += var32 * 2.0D;
101                        }
102
103                        if (var36 == 2 || var36 == 3)
104                        {
105                            var39 += var32 * 2.0D;
106                        }
107
108                        double var41 = par2 + 0.5D - var34;
109                        double var43 = par6 + 0.5D - var34;
110
111                        if (var36 == 1 || var36 == 2)
112                        {
113                            var41 += var34 * 2.0D;
114                        }
115
116                        if (var36 == 2 || var36 == 3)
117                        {
118                            var43 += var34 * 2.0D;
119                        }
120
121                        var10.addVertex(var41 + var22, par4 + (double)(var26 * 16), var43 + var24);
122                        var10.addVertex(var37 + var27, par4 + (double)((var26 + 1) * 16), var39 + var29);
123                    }
124
125                    var10.draw();
126                }
127            }
128        }
129
130        GL11.glDisable(GL11.GL_BLEND);
131        GL11.glEnable(GL11.GL_LIGHTING);
132        GL11.glEnable(GL11.GL_TEXTURE_2D);
133    }
134
135    /**
136     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
137     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
138     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
139     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
140     */
141    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
142    {
143        this.doRenderLightningBolt((EntityLightningBolt)par1Entity, par2, par4, par6, par8, par9);
144    }
145}