6800c4dcc4
*Ported to Minecraft v1.5. *Ported to UE v1.3. *Split all textures, changed resource directory. *Better tool and armor naming. *More efficient TE hierarchy. ! Extremely unstable ! prone to errors.
72 lines
2.1 KiB
Java
72 lines
2.1 KiB
Java
package mekanism.client;
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import mekanism.common.EntityObsidianTNT;
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import mekanism.common.Mekanism;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.entity.Entity;
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import org.lwjgl.opengl.GL11;
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public class RenderObsidianTNT extends Render
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{
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private RenderBlocks blockRenderer;
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public RenderObsidianTNT()
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{
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blockRenderer = new RenderBlocks();
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shadowSize = 0.5F;
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}
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public void renderObsidianTNT(EntityObsidianTNT entityobsidiantnt, double d, double d1, double d2, float f, float f1)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float)d, (float)d1, (float)d2);
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if (((float)entityobsidiantnt.fuse - f1) + 1.0F < 10F)
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{
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float f2 = 1.0F - (((float)entityobsidiantnt.fuse - f1) + 1.0F) / 10F;
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if (f2 < 0.0F)
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{
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f2 = 0.0F;
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}
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if (f2 > 1.0F)
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{
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f2 = 1.0F;
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}
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f2 *= f2;
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f2 *= f2;
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float f4 = 1.0F + f2 * 0.3F;
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GL11.glScalef(f4, f4, f4);
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}
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float f3 = (1.0F - (((float)entityobsidiantnt.fuse - f1) + 1.0F) / 100F) * 0.8F;
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loadTexture("/terrain.png");
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blockRenderer.renderBlockAsItem(Mekanism.ObsidianTNT, 0, entityobsidiantnt.getBrightness(f1));
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if(entityobsidiantnt.fuse / 5 % 2 == 0)
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{
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_DST_ALPHA);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, f3);
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blockRenderer.renderBlockAsItem(Mekanism.ObsidianTNT, 0, 1.0F);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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}
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GL11.glPopMatrix();
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}
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@Override
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public void doRender(Entity entity, double d, double d1, double d2, float f, float f1)
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{
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renderObsidianTNT((EntityObsidianTNT)entity, d, d1, d2, f, f1);
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}
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}
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