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