001    package net.minecraft.client.renderer.entity;
002    
003    import cpw.mods.fml.relauncher.Side;
004    import cpw.mods.fml.relauncher.SideOnly;
005    import net.minecraft.client.renderer.Tessellator;
006    import net.minecraft.entity.Entity;
007    import net.minecraft.entity.projectile.EntityArrow;
008    import net.minecraft.util.MathHelper;
009    import org.lwjgl.opengl.GL11;
010    import org.lwjgl.opengl.GL12;
011    
012    @SideOnly(Side.CLIENT)
013    public class RenderArrow extends Render
014    {
015        public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
016        {
017            this.loadTexture("/item/arrows.png");
018            GL11.glPushMatrix();
019            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
020            GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
021            GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
022            Tessellator var10 = Tessellator.instance;
023            byte var11 = 0;
024            float var12 = 0.0F;
025            float var13 = 0.5F;
026            float var14 = (float)(0 + var11 * 10) / 32.0F;
027            float var15 = (float)(5 + var11 * 10) / 32.0F;
028            float var16 = 0.0F;
029            float var17 = 0.15625F;
030            float var18 = (float)(5 + var11 * 10) / 32.0F;
031            float var19 = (float)(10 + var11 * 10) / 32.0F;
032            float var20 = 0.05625F;
033            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
034            float var21 = (float)par1EntityArrow.arrowShake - par9;
035    
036            if (var21 > 0.0F)
037            {
038                float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
039                GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
040            }
041    
042            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
043            GL11.glScalef(var20, var20, var20);
044            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
045            GL11.glNormal3f(var20, 0.0F, 0.0F);
046            var10.startDrawingQuads();
047            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
048            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
049            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
050            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
051            var10.draw();
052            GL11.glNormal3f(-var20, 0.0F, 0.0F);
053            var10.startDrawingQuads();
054            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
055            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
056            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
057            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
058            var10.draw();
059    
060            for (int var23 = 0; var23 < 4; ++var23)
061            {
062                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
063                GL11.glNormal3f(0.0F, 0.0F, var20);
064                var10.startDrawingQuads();
065                var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
066                var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
067                var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
068                var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
069                var10.draw();
070            }
071    
072            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
073            GL11.glPopMatrix();
074        }
075    
076        /**
077         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
078         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
079         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
080         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
081         */
082        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
083        {
084            this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9);
085        }
086    }