001    package net.minecraft.client.renderer.entity;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import net.minecraft.block.Block;
006    import net.minecraft.block.BlockAnvil;
007    import net.minecraft.client.renderer.RenderBlocks;
008    import net.minecraft.client.renderer.Tessellator;
009    import net.minecraft.entity.Entity;
010    import net.minecraft.entity.item.EntityFallingSand;
011    import net.minecraft.util.MathHelper;
012    import net.minecraft.world.World;
013    import org.lwjgl.opengl.GL11;
014    
015    @SideOnly(Side.CLIENT)
016    public class RenderFallingSand extends Render
017    {
018        private RenderBlocks renderBlocks = new RenderBlocks();
019    
020        public RenderFallingSand()
021        {
022            this.shadowSize = 0.5F;
023        }
024    
025        /**
026         * The actual render method that is used in doRender
027         */
028        public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9)
029        {
030            GL11.glPushMatrix();
031            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
032            this.loadTexture("/terrain.png");
033            Block var10 = Block.blocksList[par1EntityFallingSand.blockID];
034            World var11 = par1EntityFallingSand.getWorld();
035            GL11.glDisable(GL11.GL_LIGHTING);
036    
037            if (var10 instanceof BlockAnvil && var10.getRenderType() == 35)
038            {
039                this.renderBlocks.blockAccess = var11;
040                Tessellator var12 = Tessellator.instance;
041                var12.startDrawingQuads();
042                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));
043                this.renderBlocks.func_85096_a((BlockAnvil)var10, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata);
044                var12.setTranslation(0.0D, 0.0D, 0.0D);
045                var12.draw();
046            }
047            else if (var10 != null)
048            {
049                this.renderBlocks.func_83018_a(var10);
050                this.renderBlocks.func_78588_a(var10, var11, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata);
051            }
052    
053            GL11.glEnable(GL11.GL_LIGHTING);
054            GL11.glPopMatrix();
055        }
056    
057        /**
058         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
059         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
060         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
061         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
062         */
063        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
064        {
065            this.doRenderFallingSand((EntityFallingSand)par1Entity, par2, par4, par6, par8, par9);
066        }
067    }