package net.minecraft.client.model; import net.lax1dude.eaglercraft.v1_8.opengl.GlStateManager; import net.minecraft.entity.Entity; /**+ * 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 (c) 2022-2024 lax1dude, ayunami2000. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ public class ModelPlayer extends ModelBiped { public ModelRenderer bipedLeftArmwear; public ModelRenderer bipedRightArmwear; public ModelRenderer bipedLeftLegwear; public ModelRenderer bipedRightLegwear; public ModelRenderer bipedBodyWear; private ModelRenderer bipedCape; private ModelRenderer bipedDeadmau5Head; private boolean smallArms; public ModelPlayer(float parFloat1, boolean parFlag) { super(parFloat1, 0.0F, 64, 64); this.smallArms = parFlag; this.bipedDeadmau5Head = new ModelRenderer(this, 24, 0); this.bipedDeadmau5Head.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, parFloat1); this.bipedCape = new ModelRenderer(this, 0, 0); this.bipedCape.setTextureSize(64, 32); this.bipedCape.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, parFloat1); if (parFlag) { this.bipedLeftArm = new ModelRenderer(this, 32, 48); this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 3, 12, 4, parFloat1); this.bipedLeftArm.setRotationPoint(5.0F, 2.5F, 0.0F); this.bipedRightArm = new ModelRenderer(this, 40, 16); this.bipedRightArm.addBox(-2.0F, -2.0F, -2.0F, 3, 12, 4, parFloat1); this.bipedRightArm.setRotationPoint(-5.0F, 2.5F, 0.0F); this.bipedLeftArmwear = new ModelRenderer(this, 48, 48); this.bipedLeftArmwear.addBox(-1.0F, -2.0F, -2.0F, 3, 12, 4, parFloat1 + 0.25F); this.bipedLeftArmwear.setRotationPoint(5.0F, 2.5F, 0.0F); this.bipedRightArmwear = new ModelRenderer(this, 40, 32); this.bipedRightArmwear.addBox(-2.0F, -2.0F, -2.0F, 3, 12, 4, parFloat1 + 0.25F); this.bipedRightArmwear.setRotationPoint(-5.0F, 2.5F, 10.0F); } else { this.bipedLeftArm = new ModelRenderer(this, 32, 48); this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, parFloat1); this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F); this.bipedLeftArmwear = new ModelRenderer(this, 48, 48); this.bipedLeftArmwear.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, parFloat1 + 0.25F); this.bipedLeftArmwear.setRotationPoint(5.0F, 2.0F, 0.0F); this.bipedRightArmwear = new ModelRenderer(this, 40, 32); this.bipedRightArmwear.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, parFloat1 + 0.25F); this.bipedRightArmwear.setRotationPoint(-5.0F, 2.0F, 10.0F); } this.bipedLeftLeg = new ModelRenderer(this, 16, 48); this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, parFloat1); this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F, 0.0F); this.bipedLeftLegwear = new ModelRenderer(this, 0, 48); this.bipedLeftLegwear.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, parFloat1 + 0.25F); this.bipedLeftLegwear.setRotationPoint(1.9F, 12.0F, 0.0F); this.bipedRightLegwear = new ModelRenderer(this, 0, 32); this.bipedRightLegwear.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, parFloat1 + 0.25F); this.bipedRightLegwear.setRotationPoint(-1.9F, 12.0F, 0.0F); this.bipedBodyWear = new ModelRenderer(this, 16, 32); this.bipedBodyWear.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, parFloat1 + 0.25F); this.bipedBodyWear.setRotationPoint(0.0F, 0.0F, 0.0F); } /**+ * 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) { super.render(entity, f, f1, f2, f3, f4, f5); GlStateManager.pushMatrix(); if (this.isChild) { float f6 = 2.0F; GlStateManager.scale(1.0F / f6, 1.0F / f6, 1.0F / f6); GlStateManager.translate(0.0F, 24.0F * f5, 0.0F); this.bipedLeftLegwear.render(f5); this.bipedRightLegwear.render(f5); this.bipedLeftArmwear.render(f5); this.bipedRightArmwear.render(f5); this.bipedBodyWear.render(f5); } else { if (entity != null && entity.isSneaking()) { GlStateManager.translate(0.0F, 0.2F, 0.0F); } this.bipedLeftLegwear.render(f5); this.bipedRightLegwear.render(f5); this.bipedLeftArmwear.render(f5); this.bipedRightArmwear.render(f5); this.bipedBodyWear.render(f5); } GlStateManager.popMatrix(); } public void renderDeadmau5Head(float parFloat1) { copyModelAngles(this.bipedHead, this.bipedDeadmau5Head); this.bipedDeadmau5Head.rotationPointX = 0.0F; this.bipedDeadmau5Head.rotationPointY = 0.0F; this.bipedDeadmau5Head.render(parFloat1); } public void renderCape(float parFloat1) { this.bipedCape.render(parFloat1); } /**+ * 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 f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); copyModelAngles(this.bipedLeftLeg, this.bipedLeftLegwear); copyModelAngles(this.bipedRightLeg, this.bipedRightLegwear); copyModelAngles(this.bipedLeftArm, this.bipedLeftArmwear); copyModelAngles(this.bipedRightArm, this.bipedRightArmwear); copyModelAngles(this.bipedBody, this.bipedBodyWear); } public void renderRightArm() { this.bipedRightArm.render(0.0625F); this.bipedRightArmwear.render(0.0625F); } public void renderLeftArm() { this.bipedLeftArm.render(0.0625F); this.bipedLeftArmwear.render(0.0625F); } public void setInvisible(boolean flag) { super.setInvisible(flag); this.bipedLeftArmwear.showModel = flag; this.bipedRightArmwear.showModel = flag; this.bipedLeftLegwear.showModel = flag; this.bipedRightLegwear.showModel = flag; this.bipedBodyWear.showModel = flag; this.bipedCape.showModel = flag; this.bipedDeadmau5Head.showModel = flag; } public void postRenderArm(float f) { if (this.smallArms) { ++this.bipedRightArm.rotationPointX; this.bipedRightArm.postRender(f); --this.bipedRightArm.rotationPointX; } else { this.bipedRightArm.postRender(f); } } }