001package net.minecraft.client.renderer.entity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.client.renderer.Tessellator;
006import net.minecraft.entity.Entity;
007import net.minecraft.entity.projectile.EntityPotion;
008import net.minecraft.potion.PotionHelper;
009import org.lwjgl.opengl.GL11;
010import org.lwjgl.opengl.GL12;
011
012@SideOnly(Side.CLIENT)
013public class RenderSnowball extends Render
014{
015    /**
016     * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this
017     * classes.
018     */
019    private int itemIconIndex;
020
021    public RenderSnowball(int par1)
022    {
023        this.itemIconIndex = par1;
024    }
025
026    /**
027     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
028     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
029     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
030     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
031     */
032    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
033    {
034        GL11.glPushMatrix();
035        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
036        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
037        GL11.glScalef(0.5F, 0.5F, 0.5F);
038        this.loadTexture("/gui/items.png");
039        Tessellator var10 = Tessellator.instance;
040
041        if (this.itemIconIndex == 154)
042        {
043            int var11 = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false);
044            float var12 = (float)(var11 >> 16 & 255) / 255.0F;
045            float var13 = (float)(var11 >> 8 & 255) / 255.0F;
046            float var14 = (float)(var11 & 255) / 255.0F;
047            GL11.glColor3f(var12, var13, var14);
048            GL11.glPushMatrix();
049            this.func_77026_a(var10, 141);
050            GL11.glPopMatrix();
051            GL11.glColor3f(1.0F, 1.0F, 1.0F);
052        }
053
054        this.func_77026_a(var10, this.itemIconIndex);
055        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
056        GL11.glPopMatrix();
057    }
058
059    private void func_77026_a(Tessellator par1Tessellator, int par2)
060    {
061        float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F;
062        float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F;
063        float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F;
064        float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F;
065        float var7 = 1.0F;
066        float var8 = 0.5F;
067        float var9 = 0.25F;
068        GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
069        GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
070        par1Tessellator.startDrawingQuads();
071        par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
072        par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6);
073        par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6);
074        par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5);
075        par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5);
076        par1Tessellator.draw();
077    }
078}