public virtual void Func_158_a(EntityPainting par1EntityPainting, double par2, double par4, double par6, float par8, float par9)
        {
            Rand.SetSeed(187);
            //GL.PushMatrix();
            //GL.Translate((float)par2, (float)par4, (float)par6);
            //GL.Rotate(par8, 0.0F, 1.0F, 0.0F);
            //GL.Enable(EnableCap.RescaleNormal);
            LoadTexture("/art/kz.png");
            Art   enumart = par1EntityPainting.Art;
            float f       = 0.0625F;

            //GL.Scale(f, f, f);
            Func_159_a(par1EntityPainting, enumart.SizeX, enumart.SizeY, enumart.OffsetX, enumart.OffsetY);
            //GL.Disable(EnableCap.RescaleNormal);
            //GL.PopMatrix();
        }
        /// <summary>
        /// Packet handler
        /// </summary>
        public override void HandleEntityPainting(Packet25EntityPainting par1Packet25EntityPainting)
        {
            EntityPainting entitypainting = new EntityPainting(WorldClient, par1Packet25EntityPainting.XPosition, par1Packet25EntityPainting.YPosition, par1Packet25EntityPainting.ZPosition, par1Packet25EntityPainting.Direction, par1Packet25EntityPainting.Title);

            WorldClient.AddEntityToWorld(par1Packet25EntityPainting.EntityId, entitypainting);
        }
        private void Func_159_a(EntityPainting par1EntityPainting, int par2, int par3, int par4, int par5)
        {
            float f  = (float)(-par2) / 2.0F;
            float f1 = (float)(-par3) / 2.0F;
            float f2 = -0.5F;
            float f3 = 0.5F;

            for (int i = 0; i < par2 / 16; i++)
            {
                for (int j = 0; j < par3 / 16; j++)
                {
                    float f4 = f + (float)((i + 1) * 16);
                    float f5 = f + (float)(i * 16);
                    float f6 = f1 + (float)((j + 1) * 16);
                    float f7 = f1 + (float)(j * 16);
                    Func_160_a(par1EntityPainting, (f4 + f5) / 2.0F, (f6 + f7) / 2.0F);
                    float       f8          = (float)((par4 + par2) - i * 16) / 256F;
                    float       f9          = (float)((par4 + par2) - (i + 1) * 16) / 256F;
                    float       f10         = (float)((par5 + par3) - j * 16) / 256F;
                    float       f11         = (float)((par5 + par3) - (j + 1) * 16) / 256F;
                    float       f12         = 0.75F;
                    float       f13         = 0.8125F;
                    float       f14         = 0.0F;
                    float       f15         = 0.0625F;
                    float       f16         = 0.75F;
                    float       f17         = 0.8125F;
                    float       f18         = 0.001953125F;
                    float       f19         = 0.001953125F;
                    float       f20         = 0.7519531F;
                    float       f21         = 0.7519531F;
                    float       f22         = 0.0F;
                    float       f23         = 0.0625F;
                    Tessellator tessellator = Tessellator.Instance;
                    tessellator.StartDrawingQuads();
                    tessellator.SetNormal(0.0F, 0.0F, -1F);
                    tessellator.AddVertexWithUV(f4, f7, f2, f9, f10);
                    tessellator.AddVertexWithUV(f5, f7, f2, f8, f10);
                    tessellator.AddVertexWithUV(f5, f6, f2, f8, f11);
                    tessellator.AddVertexWithUV(f4, f6, f2, f9, f11);
                    tessellator.SetNormal(0.0F, 0.0F, 1.0F);
                    tessellator.AddVertexWithUV(f4, f6, f3, f12, f14);
                    tessellator.AddVertexWithUV(f5, f6, f3, f13, f14);
                    tessellator.AddVertexWithUV(f5, f7, f3, f13, f15);
                    tessellator.AddVertexWithUV(f4, f7, f3, f12, f15);
                    tessellator.SetNormal(0.0F, 1.0F, 0.0F);
                    tessellator.AddVertexWithUV(f4, f6, f2, f16, f18);
                    tessellator.AddVertexWithUV(f5, f6, f2, f17, f18);
                    tessellator.AddVertexWithUV(f5, f6, f3, f17, f19);
                    tessellator.AddVertexWithUV(f4, f6, f3, f16, f19);
                    tessellator.SetNormal(0.0F, -1F, 0.0F);
                    tessellator.AddVertexWithUV(f4, f7, f3, f16, f18);
                    tessellator.AddVertexWithUV(f5, f7, f3, f17, f18);
                    tessellator.AddVertexWithUV(f5, f7, f2, f17, f19);
                    tessellator.AddVertexWithUV(f4, f7, f2, f16, f19);
                    tessellator.SetNormal(-1F, 0.0F, 0.0F);
                    tessellator.AddVertexWithUV(f4, f6, f3, f21, f22);
                    tessellator.AddVertexWithUV(f4, f7, f3, f21, f23);
                    tessellator.AddVertexWithUV(f4, f7, f2, f20, f23);
                    tessellator.AddVertexWithUV(f4, f6, f2, f20, f22);
                    tessellator.SetNormal(1.0F, 0.0F, 0.0F);
                    tessellator.AddVertexWithUV(f5, f6, f2, f21, f22);
                    tessellator.AddVertexWithUV(f5, f7, f2, f21, f23);
                    tessellator.AddVertexWithUV(f5, f7, f3, f20, f23);
                    tessellator.AddVertexWithUV(f5, f6, f3, f20, f22);
                    tessellator.Draw();
                }
            }
        }