80 lines
3.0 KiB
Java
80 lines
3.0 KiB
Java
package net.minecraft.client.model;
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import net.lax1dude.eaglercraft.v1_8.EaglercraftRandom;
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import net.lax1dude.eaglercraft.v1_8.opengl.GlStateManager;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.MathHelper;
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/**+
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* This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code.
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*
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* Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!"
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* Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team
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*
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* EaglercraftX 1.8 patch files are (c) 2022-2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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public class ModelGhast extends ModelBase {
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ModelRenderer body;
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ModelRenderer[] tentacles = new ModelRenderer[9];
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public ModelGhast() {
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byte b0 = -16;
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this.body = new ModelRenderer(this, 0, 0);
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this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
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this.body.rotationPointY += (float) (24 + b0);
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EaglercraftRandom random = new EaglercraftRandom(1660L);
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for (int i = 0; i < this.tentacles.length; ++i) {
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this.tentacles[i] = new ModelRenderer(this, 0, 0);
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float f = (((float) (i % 3) - (float) (i / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
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float f1 = ((float) (i / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
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int j = random.nextInt(7) + 8;
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this.tentacles[i].addBox(-1.0F, 0.0F, -1.0F, 2, j, 2);
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this.tentacles[i].rotationPointX = f;
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this.tentacles[i].rotationPointZ = f1;
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this.tentacles[i].rotationPointY = (float) (31 + b0);
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}
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}
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/**+
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* Sets the model's various rotation angles. For bipeds, par1
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* and par2 are used for animating the movement of arms and
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* legs, where par1 represents the time(so that arms and legs
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* swing back and forth) and par2 represents how "far" arms and
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* legs can swing at most.
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*/
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public void setRotationAngles(float var1, float var2, float f, float var4, float var5, float var6, Entity var7) {
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for (int i = 0; i < this.tentacles.length; ++i) {
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this.tentacles[i].rotateAngleX = 0.2F * MathHelper.sin(f * 0.3F + (float) i) + 0.4F;
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}
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}
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/**+
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* Sets the models various rotation angles then renders the
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* model.
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*/
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public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
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this.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
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GlStateManager.pushMatrix();
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GlStateManager.translate(0.0F, 0.6F, 0.0F);
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this.body.render(f5);
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for (ModelRenderer modelrenderer : this.tentacles) {
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modelrenderer.render(f5);
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}
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GlStateManager.popMatrix();
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}
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}
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