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    
007    @SideOnly(Side.CLIENT)
008    public class RenderFallingSand extends Render
009    {
010        private RenderBlocks renderBlocks = new RenderBlocks();
011    
012        public RenderFallingSand()
013        {
014            this.shadowSize = 0.5F;
015        }
016    
017        /**
018         * The actual render method that is used in doRender
019         */
020        public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9)
021        {
022            GL11.glPushMatrix();
023            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
024            this.loadTexture("/terrain.png");
025            Block var10 = Block.blocksList[par1EntityFallingSand.blockID];
026            World var11 = par1EntityFallingSand.getWorld();
027            GL11.glDisable(GL11.GL_LIGHTING);
028    
029            if (var10 == Block.dragonEgg)
030            {
031                this.renderBlocks.blockAccess = var11;
032                Tessellator var12 = Tessellator.instance;
033                var12.startDrawingQuads();
034                var12.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F));
035                this.renderBlocks.renderBlockByRenderType(var10, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ));
036                var12.setTranslation(0.0D, 0.0D, 0.0D);
037                var12.draw();
038            }
039            else if (var10 != null)
040            {
041                this.renderBlocks.func_78588_a(var10, var11, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.field_70285_b);
042            }
043    
044            GL11.glEnable(GL11.GL_LIGHTING);
045            GL11.glPopMatrix();
046        }
047    
048        /**
049         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
050         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
051         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
052         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
053         */
054        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
055        {
056            this.doRenderFallingSand((EntityFallingSand)par1Entity, par2, par4, par6, par8, par9);
057        }
058    }