001package net.minecraft.client.renderer.entity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.client.model.ModelBat;
006import net.minecraft.entity.Entity;
007import net.minecraft.entity.EntityLiving;
008import net.minecraft.entity.passive.EntityBat;
009import net.minecraft.util.MathHelper;
010import org.lwjgl.opengl.GL11;
011
012@SideOnly(Side.CLIENT)
013public class RenderBat extends RenderLiving
014{
015    /**
016     * not actually sure this is size, is not used as of now, but the model would be recreated if the value changed and
017     * it seems a good match for a bats size
018     */
019    private int renderedBatSize;
020
021    public RenderBat()
022    {
023        super(new ModelBat(), 0.25F);
024        this.renderedBatSize = ((ModelBat)this.mainModel).getBatSize();
025    }
026
027    public void func_82443_a(EntityBat par1EntityBat, double par2, double par4, double par6, float par8, float par9)
028    {
029        int i = ((ModelBat)this.mainModel).getBatSize();
030
031        if (i != this.renderedBatSize)
032        {
033            this.renderedBatSize = i;
034            this.mainModel = new ModelBat();
035        }
036
037        super.doRenderLiving(par1EntityBat, par2, par4, par6, par8, par9);
038    }
039
040    protected void func_82442_a(EntityBat par1EntityBat, float par2)
041    {
042        GL11.glScalef(0.35F, 0.35F, 0.35F);
043    }
044
045    protected void func_82445_a(EntityBat par1EntityBat, double par2, double par4, double par6)
046    {
047        super.renderLivingAt(par1EntityBat, par2, par4, par6);
048    }
049
050    protected void func_82444_a(EntityBat par1EntityBat, float par2, float par3, float par4)
051    {
052        if (!par1EntityBat.getIsBatHanging())
053        {
054            GL11.glTranslatef(0.0F, MathHelper.cos(par2 * 0.3F) * 0.1F, 0.0F);
055        }
056        else
057        {
058            GL11.glTranslatef(0.0F, -0.1F, 0.0F);
059        }
060
061        super.rotateCorpse(par1EntityBat, par2, par3, par4);
062    }
063
064    /**
065     * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
066     * entityLiving, partialTickTime
067     */
068    protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
069    {
070        this.func_82442_a((EntityBat)par1EntityLiving, par2);
071    }
072
073    protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
074    {
075        this.func_82444_a((EntityBat)par1EntityLiving, par2, par3, par4);
076    }
077
078    /**
079     * Sets a simple glTranslate on a LivingEntity.
080     */
081    protected void renderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
082    {
083        this.func_82445_a((EntityBat)par1EntityLiving, par2, par4, par6);
084    }
085
086    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
087    {
088        this.func_82443_a((EntityBat)par1EntityLiving, par2, par4, par6, par8, par9);
089    }
090
091    /**
092     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
093     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
094     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
095     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
096     */
097    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
098    {
099        this.func_82443_a((EntityBat)par1Entity, par2, par4, par6, par8, par9);
100    }
101}