package biomesoplenty.items.projectiles; import biomesoplenty.BiomesOPlenty; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.util.MathHelper; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; @SideOnly(Side.CLIENT) public class RenderDart extends Render { public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9) { this.loadTexture("/mods/BiomesOPlenty/textures/projectiles/dart.png"); GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.instance; byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float)(0 + b0 * 10) / 32.0F; float f5 = (float)(5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float)(5 + b0 * 10) / 32.0F; float f9 = (float)(10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float f11 = (float)par1EntityArrow.arrowShake - par9; if (f11 > 0.0F) { float f12 = -MathHelper.sin(f11 * 3.0F) * f11; GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f10, f10, f10); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); for (int i = 0; i < 4; ++i) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4); tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5); tessellator.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render