Ejemplo n.º 1
0
 private void renderMenuBlock(Block block, float f, RenderBlocks renderblocks) {
   int i = block.getRenderType();
   renderblocks.setRenderBoundsFromBlock(block);
   Tessellator tessellator = Tessellator.instance;
   if (i == 0) {
     block.setBlockBoundsForItemRender();
     GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
     float f1 = 0.5F;
     float f2 = 1.0F;
     float f3 = 0.8F;
     float f4 = 0.6F;
     tessellator.startDrawingQuads();
     tessellator.setColorRGBA_F(f2, f2, f2, f);
     renderblocks.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(0));
     tessellator.setColorRGBA_F(f1, f1, f1, f);
     renderblocks.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(1));
     tessellator.setColorRGBA_F(f3, f3, f3, f);
     renderblocks.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(2));
     renderblocks.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(3));
     tessellator.setColorRGBA_F(f4, f4, f4, f);
     renderblocks.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(4));
     renderblocks.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, block.getBlockTextureFromSide(5));
     tessellator.draw();
     GL11.glTranslatef(0.5F, 0.5F, 0.5F);
   }
 }
Ejemplo n.º 2
0
  /** The actual render method that is used in doRender */
  public void doRenderFallingSand(
      EntityFallingSand par1EntityFallingSand,
      double par2,
      double par4,
      double par6,
      float par8,
      float par9) {
    GL11.glPushMatrix();
    GL11.glTranslatef((float) par2, (float) par4, (float) par6);
    this.loadTexture("/terrain.png");
    Block var10 = Block.blocksList[par1EntityFallingSand.blockID];
    World var11 = par1EntityFallingSand.getWorld();
    GL11.glDisable(GL11.GL_LIGHTING);

    if (var10 instanceof BlockAnvil && var10.getRenderType() == 35) {
      this.renderBlocks.blockAccess = var11;
      Tessellator var12 = Tessellator.instance;
      var12.startDrawingQuads();
      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));
      this.renderBlocks.renderBlockAnvilMetadata(
          (BlockAnvil) var10,
          MathHelper.floor_double(par1EntityFallingSand.posX),
          MathHelper.floor_double(par1EntityFallingSand.posY),
          MathHelper.floor_double(par1EntityFallingSand.posZ),
          par1EntityFallingSand.metadata);
      var12.setTranslation(0.0D, 0.0D, 0.0D);
      var12.draw();
    } else if (var10 != null) {
      this.renderBlocks.updateCustomBlockBounds(var10);
      this.renderBlocks.renderBlockSandFalling(
          var10,
          var11,
          MathHelper.floor_double(par1EntityFallingSand.posX),
          MathHelper.floor_double(par1EntityFallingSand.posY),
          MathHelper.floor_double(par1EntityFallingSand.posZ),
          par1EntityFallingSand.metadata);
    }

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glPopMatrix();
  }
Ejemplo n.º 3
0
  public static int func_82565_a(
      Entity par0Entity,
      int par1,
      int par2,
      int par3,
      PathPoint par4PathPoint,
      boolean par5,
      boolean par6,
      boolean par7) {
    boolean var8 = false;

    for (int var9 = par1; var9 < par1 + par4PathPoint.xCoord; ++var9) {
      for (int var10 = par2; var10 < par2 + par4PathPoint.yCoord; ++var10) {
        for (int var11 = par3; var11 < par3 + par4PathPoint.zCoord; ++var11) {
          int var12 = par0Entity.worldObj.getBlockId(var9, var10, var11);

          if (var12 > 0) {
            if (var12 == Block.trapdoor.blockID) {
              var8 = true;
            } else if (var12 != Block.waterMoving.blockID && var12 != Block.waterStill.blockID) {
              if (!par7 && var12 == Block.doorWood.blockID) {
                return 0;
              }
            } else {
              if (par5) {
                return -1;
              }

              var8 = true;
            }

            Block var13 = Block.blocksList[var12];
            int var14 = var13.getRenderType();

            if (par0Entity.worldObj.blockGetRenderType(var9, var10, var11) == 9) {
              int var18 = MathHelper.floor_double(par0Entity.posX);
              int var16 = MathHelper.floor_double(par0Entity.posY);
              int var17 = MathHelper.floor_double(par0Entity.posZ);

              if (par0Entity.worldObj.blockGetRenderType(var18, var16, var17) != 9
                  && par0Entity.worldObj.blockGetRenderType(var18, var16 - 1, var17) != 9) {
                return -3;
              }
            } else if (!var13.getBlocksMovement(par0Entity.worldObj, var9, var10, var11)
                && (!par6 || var12 != Block.doorWood.blockID)) {
              if (var14 == 11 || var12 == Block.fenceGate.blockID || var14 == 32) {
                return -3;
              }

              if (var12 == Block.trapdoor.blockID) {
                return -4;
              }

              Material var15 = var13.blockMaterial;

              if (var15 != Material.lava) {
                return 0;
              }

              if (!par0Entity.handleLavaMovement()) {
                return -2;
              }
            }
          }
        }
      }
    }

    return var8 ? 2 : 1;
  }
Ejemplo n.º 4
0
  /** Renders the item stack for being in an entity's hand Args: itemStack */
  public void renderItem(EntityLiving par1EntityLiving, ItemStack par2ItemStack, int par3) {
    GL11.glPushMatrix();
    Block var4 = null;

    if (par2ItemStack.itemID < Block.blocksList.length) {
      var4 = Block.blocksList[par2ItemStack.itemID];
    }

    if (var4 != null && RenderBlocks.renderItemIn3d(var4.getRenderType())) {
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture("/terrain.png"));
      this.renderBlocksInstance.renderBlockAsItem(var4, par2ItemStack.getItemDamage(), 1.0F);
    } else {
      if (var4 != null) {
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture("/terrain.png"));
      } else {
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture("/gui/items.png"));
      }

      Tessellator var5 = Tessellator.instance;
      int var6 = par1EntityLiving.getItemIcon(par2ItemStack, par3);
      float var7 = ((float) (var6 % 16 * 16) + 0.0F) / 256.0F;
      float var8 = ((float) (var6 % 16 * 16) + 15.99F) / 256.0F;
      float var9 = ((float) (var6 / 16 * 16) + 0.0F) / 256.0F;
      float var10 = ((float) (var6 / 16 * 16) + 15.99F) / 256.0F;
      float var11 = 0.0F;
      float var12 = 0.3F;
      GL11.glEnable(GL12.GL_RESCALE_NORMAL);
      GL11.glTranslatef(-var11, -var12, 0.0F);
      float var13 = 1.5F;
      GL11.glScalef(var13, var13, var13);
      GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
      GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
      renderItemIn2D(var5, var8, var9, var7, var10, 0.0625F);

      if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0) {
        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_LIGHTING);
        this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("%blur%/misc/glint.png"));
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        float var14 = 0.76F;
        GL11.glColor4f(0.5F * var14, 0.25F * var14, 0.8F * var14, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        float var15 = 0.125F;
        GL11.glScalef(var15, var15, var15);
        float var16 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
        GL11.glTranslatef(var16, 0.0F, 0.0F);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
        renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F, 0.0625F);
        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(var15, var15, var15);
        var16 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
        GL11.glTranslatef(-var16, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
        renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F, 0.0625F);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
      }

      GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    }

    GL11.glPopMatrix();
  }