package net.minecraft.client.model; import net.lax1dude.eaglercraft.v1_8.EaglercraftRandom; import net.lax1dude.eaglercraft.v1_8.opengl.GlStateManager; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; /**+ * This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code. * * Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!" * Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team * * EaglercraftX 1.8 patch files are (c) 2022 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ public class ModelGhast extends ModelBase { ModelRenderer body; ModelRenderer[] tentacles = new ModelRenderer[9]; public ModelGhast() { byte b0 = -16; this.body = new ModelRenderer(this, 0, 0); this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16); this.body.rotationPointY += (float) (24 + b0); EaglercraftRandom random = new EaglercraftRandom(1660L); for (int i = 0; i < this.tentacles.length; ++i) { this.tentacles[i] = new ModelRenderer(this, 0, 0); float f = (((float) (i % 3) - (float) (i / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F; float f1 = ((float) (i / 3) / 2.0F * 2.0F - 1.0F) * 5.0F; int j = random.nextInt(7) + 8; this.tentacles[i].addBox(-1.0F, 0.0F, -1.0F, 2, j, 2); this.tentacles[i].rotationPointX = f; this.tentacles[i].rotationPointZ = f1; this.tentacles[i].rotationPointY = (float) (31 + b0); } } /**+ * Sets the model's various rotation angles. For bipeds, par1 * and par2 are used for animating the movement of arms and * legs, where par1 represents the time(so that arms and legs * swing back and forth) and par2 represents how "far" arms and * legs can swing at most. */ public void setRotationAngles(float var1, float var2, float f, float var4, float var5, float var6, Entity var7) { for (int i = 0; i < this.tentacles.length; ++i) { this.tentacles[i].rotateAngleX = 0.2F * MathHelper.sin(f * 0.3F + (float) i) + 0.4F; } } /**+ * Sets the models various rotation angles then renders the * model. */ public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { this.setRotationAngles(f, f1, f2, f3, f4, f5, entity); GlStateManager.pushMatrix(); GlStateManager.translate(0.0F, 0.6F, 0.0F); this.body.render(f5); for (ModelRenderer modelrenderer : this.tentacles) { modelrenderer.render(f5); } GlStateManager.popMatrix(); } }