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package electroblob.wizardry.client.renderer;
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import electroblob.wizardry.tileentity.TileEntityStatue;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.ResourceLocation;
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public class RenderStatue extends TileEntitySpecialRenderer<TileEntityStatue> {
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private int destroyStage = 0; // Gets set each time a statue is rendered to allow access from the layer renderer
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@Override
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public void renderTileEntityAt(TileEntityStatue statue, double x, double y, double z, float partialTicks, int destroyStage){
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// Multiblock support for the breaking animation. The chest has its own way of doing this in
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// TileEntityRendererDispatcher, but I don't have access to that.
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if(statue.position != 1 && destroyStage >= 0){
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TileEntity tileentity = statue.getWorld().getTileEntity(statue.getPos().down(statue.position-1));
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//System.out.println(tileentity);
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if(tileentity instanceof TileEntityStatue){
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// If this is the block breaking animation pass and this isn't the bottom block, divert the call to
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// the bottom block.
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this.renderTileEntityAt((TileEntityStatue)tileentity, x, y - (statue.position-1), z, partialTicks, destroyStage);
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}
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}
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if(statue.creature != null && statue.position == 1){
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this.destroyStage = destroyStage;
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GlStateManager.pushMatrix();
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// The next line makes stuff render in the same place relative to the world wherever the player is.
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GlStateManager.translate((float)x + 0.5F, (float)y, (float)z + 0.5F);
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GlStateManager.enableLighting();
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float yaw = statue.creature.prevRotationYaw;
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int i = statue.creature.getBrightnessForRender(0);
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int j = i % 65536;
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int k = i / 65536;
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
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GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlStateManager.rotate(-yaw, 0F, 1F, 0F);
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// Stops the normal model from rendering.
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if(!statue.isIce) statue.creature.setInvisible(true);
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// Setting the last parameter to true prevents the debug bounding box from rendering.
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// For some reason, passing in the partialTicks causes the entity to spin round really fast
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Minecraft.getMinecraft().getRenderManager().doRenderEntity(statue.creature, 0, 0, 0, 0, 0, true);
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if(!statue.isIce) statue.creature.setInvisible(false);
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GlStateManager.popMatrix();
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}
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}
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public ResourceLocation getBlockBreakingTexture(){
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return destroyStage < 0 ? null : DESTROY_STAGES[destroyStage];
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}
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}
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