/// <summary>
        /// Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
        /// handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
        /// (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
        /// double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
        /// </summary>
        public override void DoRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
        {
            //GL.PushMatrix();
            //GL.Translate((float)par2, (float)par4, (float)par6);
            //GL.Enable(EnableCap.RescaleNormal);
            //GL.Scale(0.5F, 0.5F, 0.5F);
            LoadTexture("/gui/items.png");
            Tessellator tessellator = Tessellator.Instance;

            if (ItemIconIndex == 154)
            {
                int   i  = PotionHelper.Func_40358_a(((EntityPotion)par1Entity).GetPotionDamage(), false);
                float f  = (float)(i >> 16 & 0xff) / 255F;
                float f1 = (float)(i >> 8 & 0xff) / 255F;
                float f2 = (float)(i & 0xff) / 255F;
                //GL.Color3(f, f1, f2);
                //GL.PushMatrix();
                Func_40265_a(tessellator, 141);
                //GL.PopMatrix();
                //GL.Color3(1.0F, 1.0F, 1.0F);
            }

            Func_40265_a(tessellator, ItemIconIndex);
            //GL.Disable(EnableCap.RescaleNormal);
            //GL.PopMatrix();
        }
Beispiel #2
0
 public override int GetColorFromDamage(int par1, int par2)
 {
     if (par2 > 0)
     {
         return(0xffffff);
     }
     else
     {
         return(PotionHelper.Func_40358_a(par1, false));
     }
 }