private void Func_40267_a(int par1, int par2) { Tessellator tessellator = Tessellator.Instance; float f = (float)((par1 % 16) * 16 + 0) / 256F; float f1 = (float)((par1 % 16) * 16 + 16) / 256F; float f2 = (float)((par1 / 16) * 16 + 0) / 256F; float f3 = (float)((par1 / 16) * 16 + 16) / 256F; float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.25F; for (int i = 0; i < par2; i++) { //GL.PushMatrix(); if (i > 0) { float f7 = (Random.NextFloat() * 2.0F - 1.0F) * 0.3F; float f8 = (Random.NextFloat() * 2.0F - 1.0F) * 0.3F; float f9 = (Random.NextFloat() * 2.0F - 1.0F) * 0.3F; //GL.Translate(f7, f8, f9); } //GL.Rotate(180F - RenderManager.PlayerViewY, 0.0F, 1.0F, 0.0F); tessellator.StartDrawingQuads(); tessellator.SetNormal(0.0F, 1.0F, 0.0F); tessellator.AddVertexWithUV(0.0F - f5, 0.0F - f6, 0.0F, f, f3); tessellator.AddVertexWithUV(f4 - f5, 0.0F - f6, 0.0F, f1, f3); tessellator.AddVertexWithUV(f4 - f5, 1.0F - f6, 0.0F, f1, f2); tessellator.AddVertexWithUV(0.0F - f5, 1.0F - f6, 0.0F, f, f2); tessellator.Draw(); //GL.PopMatrix(); } }
public virtual void DoRenderFireball(EntityFireball par1EntityFireball, double par2, double par4, double par6, float par8, float par9) { //GL.PushMatrix(); //GL.Translate((float)par2, (float)par4, (float)par6); //GL.Enable(EnableCap.RescaleNormal); float f = Field_40269_a; //GL.Scale(f / 1.0F, f / 1.0F, f / 1.0F); sbyte byte0 = 46; LoadTexture("/gui/items.png"); Tessellator tessellator = Tessellator.Instance; float f1 = (float)((byte0 % 16) * 16 + 0) / 256F; float f2 = (float)((byte0 % 16) * 16 + 16) / 256F; float f3 = (float)((byte0 / 16) * 16 + 0) / 256F; float f4 = (float)((byte0 / 16) * 16 + 16) / 256F; float f5 = 1.0F; float f6 = 0.5F; float f7 = 0.25F; //GL.Rotate(180F - RenderManager.PlayerViewY, 0.0F, 1.0F, 0.0F); //GL.Rotate(-RenderManager.PlayerViewX, 1.0F, 0.0F, 0.0F); tessellator.StartDrawingQuads(); tessellator.SetNormal(0.0F, 1.0F, 0.0F); tessellator.AddVertexWithUV(0.0F - f6, 0.0F - f7, 0.0F, f1, f4); tessellator.AddVertexWithUV(f5 - f6, 0.0F - f7, 0.0F, f2, f4); tessellator.AddVertexWithUV(f5 - f6, 1.0F - f7, 0.0F, f2, f3); tessellator.AddVertexWithUV(0.0F - f6, 1.0F - f7, 0.0F, f1, f3); tessellator.Draw(); //GL.Disable(EnableCap.RescaleNormal); //GL.PopMatrix(); }
public virtual void Func_35438_a(EntityXPOrb par1EntityXPOrb, double par2, double par4, double par6, float par8, float par9) { //GL.PushMatrix(); //GL.Translate((float)par2, (float)par4, (float)par6); int i = par1EntityXPOrb.GetTextureByXP(); LoadTexture("/item/xporb.png"); Tessellator tessellator = Tessellator.Instance; float f = (float)((i % 4) * 16 + 0) / 64F; float f1 = (float)((i % 4) * 16 + 16) / 64F; float f2 = (float)((i / 4) * 16 + 0) / 64F; float f3 = (float)((i / 4) * 16 + 16) / 64F; float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.25F; int i7 = par1EntityXPOrb.GetBrightnessForRender(par9); float f8 = i7 % 0x10000; int j = i7 / 0x10000; OpenGlHelper.SetLightmapTextureCoords(OpenGlHelper.LightmapTexUnit, (float)f8 / 1.0F, (float)j / 1.0F); //GL.Color4(1.0F, 1.0F, 1.0F, 1.0F); float f7 = 255F; f8 = ((float)par1EntityXPOrb.XpColor + par9) / 2.0F; j = (int)((MathHelper2.Sin(f8 + 0.0F) + 1.0F) * 0.5F * f7); int k = (int)f7; int l = (int)((MathHelper2.Sin(f8 + 4.18879F) + 1.0F) * 0.1F * f7); int i1 = j << 16 | k << 8 | l; //GL.Rotate(180F - RenderManager.PlayerViewY, 0.0F, 1.0F, 0.0F); //GL.Rotate(-RenderManager.PlayerViewX, 1.0F, 0.0F, 0.0F); float f9 = 0.3F; //GL.Scale(f9, f9, f9); tessellator.StartDrawingQuads(); tessellator.SetColorRGBA_I(i1, 128); tessellator.SetNormal(0.0F, 1.0F, 0.0F); tessellator.AddVertexWithUV(0.0F - f5, 0.0F - f6, 0.0F, f, f3); tessellator.AddVertexWithUV(f4 - f5, 0.0F - f6, 0.0F, f1, f3); tessellator.AddVertexWithUV(f4 - f5, 1.0F - f6, 0.0F, f1, f2); tessellator.AddVertexWithUV(0.0F - f5, 1.0F - f6, 0.0F, f, f2); tessellator.Draw(); //GL.Disable(EnableCap.Blend); //GL.Disable(EnableCap.RescaleNormal); //GL.PopMatrix(); }
private void Func_40265_a(Tessellator par1Tessellator, int par2) { float f = (float)((par2 % 16) * 16 + 0) / 256F; float f1 = (float)((par2 % 16) * 16 + 16) / 256F; float f2 = (float)((par2 / 16) * 16 + 0) / 256F; float f3 = (float)((par2 / 16) * 16 + 16) / 256F; float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.25F; //GL.Rotate(180F - RenderManager.PlayerViewY, 0.0F, 1.0F, 0.0F); //GL.Rotate(-RenderManager.PlayerViewX, 1.0F, 0.0F, 0.0F); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(0.0F, 1.0F, 0.0F); par1Tessellator.AddVertexWithUV(0.0F - f5, 0.0F - f6, 0.0F, f, f3); par1Tessellator.AddVertexWithUV(f4 - f5, 0.0F - f6, 0.0F, f1, f3); par1Tessellator.AddVertexWithUV(f4 - f5, f4 - f6, 0.0F, f1, f2); par1Tessellator.AddVertexWithUV(0.0F - f5, f4 - f6, 0.0F, f, f2); par1Tessellator.Draw(); }
public override void RenderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7) { int i = (int)((((float)Field_35130_a + par2) * 15F) / (float)Field_35129_ay); if (i > 15) { return; } else { Field_35128_az.BindTexture("misc.explosion.png"); float f = (float)(i % 4) / 4F; float f1 = f + 0.24975F; float f2 = (float)(i / 4) / 4F; float f3 = f2 + 0.24975F; float f4 = 2.0F * Field_35131_aA; float f5 = (float)((PrevPosX + (PosX - PrevPosX) * (double)par2) - InterpPosX); float f6 = (float)((PrevPosY + (PosY - PrevPosY) * (double)par2) - InterpPosY); float f7 = (float)((PrevPosZ + (PosZ - PrevPosZ) * (double)par2) - InterpPosZ); //GL.Color4(1.0F, 1.0F, 1.0F, 1.0F); //GL.Disable(EnableCap.Lighting); RenderHelper.DisableStandardItemLighting(); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetColorRGBA_F(ParticleRed, ParticleGreen, ParticleBlue, 1.0F); par1Tessellator.SetNormal(0.0F, 1.0F, 0.0F); par1Tessellator.SetBrightness(240); par1Tessellator.AddVertexWithUV(f5 - par3 * f4 - par6 * f4, f6 - par4 * f4, f7 - par5 * f4 - par7 * f4, f1, f3); par1Tessellator.AddVertexWithUV((f5 - par3 * f4) + par6 * f4, f6 + par4 * f4, (f7 - par5 * f4) + par7 * f4, f1, f2); par1Tessellator.AddVertexWithUV(f5 + par3 * f4 + par6 * f4, f6 + par4 * f4, f7 + par5 * f4 + par7 * f4, f, f2); par1Tessellator.AddVertexWithUV((f5 + par3 * f4) - par6 * f4, f6 - par4 * f4, (f7 + par5 * f4) - par7 * f4, f, f3); par1Tessellator.Draw(); //GL.PolygonOffset(0.0F, 0.0F); //GL.Enable(EnableCap.Lighting); return; } }
/// <summary> /// Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z /// </summary> public static void RenderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5) { //GL.Disable(EnableCap.Texture2D); Tessellator tessellator = Tessellator.Instance; //GL.Color4(1.0F, 1.0F, 1.0F, 1.0F); tessellator.StartDrawingQuads(); tessellator.SetTranslation(par1, par3, par5); tessellator.SetNormal(0.0F, 0.0F, -1F); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MinZ); tessellator.SetNormal(0.0F, 0.0F, 1.0F); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MaxZ); tessellator.SetNormal(0.0F, -1F, 0.0F); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MaxZ); tessellator.SetNormal(0.0F, 1.0F, 0.0F); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MinZ); tessellator.SetNormal(-1F, 0.0F, 0.0F); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MinX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MinZ); tessellator.SetNormal(1.0F, 0.0F, 0.0F); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MinZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MaxY, par0AxisAlignedBB.MaxZ); tessellator.AddVertex(par0AxisAlignedBB.MaxX, par0AxisAlignedBB.MinY, par0AxisAlignedBB.MaxZ); tessellator.SetTranslation(0.0F, 0.0F, 0.0F); tessellator.Draw(); //GL.Enable(EnableCap.Texture2D); }
/// <summary> /// Renders an item held in hand as a 2D texture with thickness /// </summary> private void RenderItemIn2D(Tessellator par1Tessellator, float par2, float par3, float par4, float par5) { float f = 1.0F; float f1 = 0.0625F; par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(0.0F, 0.0F, 1.0F); par1Tessellator.AddVertexWithUV(0.0F, 0.0F, 0.0F, par2, par5); par1Tessellator.AddVertexWithUV(f, 0.0F, 0.0F, par4, par5); par1Tessellator.AddVertexWithUV(f, 1.0D, 0.0F, par4, par3); par1Tessellator.AddVertexWithUV(0.0F, 1.0D, 0.0F, par2, par3); par1Tessellator.Draw(); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(0.0F, 0.0F, -1F); par1Tessellator.AddVertexWithUV(0.0F, 1.0D, 0.0F - f1, par2, par3); par1Tessellator.AddVertexWithUV(f, 1.0D, 0.0F - f1, par4, par3); par1Tessellator.AddVertexWithUV(f, 0.0F, 0.0F - f1, par4, par5); par1Tessellator.AddVertexWithUV(0.0F, 0.0F, 0.0F - f1, par2, par5); par1Tessellator.Draw(); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(-1F, 0.0F, 0.0F); for (int i = 0; i < 16; i++) { float f2 = (float)i / 16F; float f6 = (par2 + (par4 - par2) * f2) - 0.001953125F; float f10 = f * f2; par1Tessellator.AddVertexWithUV(f10, 0.0F, 0.0F - f1, f6, par5); par1Tessellator.AddVertexWithUV(f10, 0.0F, 0.0F, f6, par5); par1Tessellator.AddVertexWithUV(f10, 1.0D, 0.0F, f6, par3); par1Tessellator.AddVertexWithUV(f10, 1.0D, 0.0F - f1, f6, par3); } par1Tessellator.Draw(); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(1.0F, 0.0F, 0.0F); for (int j = 0; j < 16; j++) { float f3 = (float)j / 16F; float f7 = (par2 + (par4 - par2) * f3) - 0.001953125F; float f11 = f * f3 + 0.0625F; par1Tessellator.AddVertexWithUV(f11, 1.0D, 0.0F - f1, f7, par3); par1Tessellator.AddVertexWithUV(f11, 1.0D, 0.0F, f7, par3); par1Tessellator.AddVertexWithUV(f11, 0.0F, 0.0F, f7, par5); par1Tessellator.AddVertexWithUV(f11, 0.0F, 0.0F - f1, f7, par5); } par1Tessellator.Draw(); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(0.0F, 1.0F, 0.0F); for (int k = 0; k < 16; k++) { float f4 = (float)k / 16F; float f8 = (par5 + (par3 - par5) * f4) - 0.001953125F; float f12 = f * f4 + 0.0625F; par1Tessellator.AddVertexWithUV(0.0F, f12, 0.0F, par2, f8); par1Tessellator.AddVertexWithUV(f, f12, 0.0F, par4, f8); par1Tessellator.AddVertexWithUV(f, f12, 0.0F - f1, par4, f8); par1Tessellator.AddVertexWithUV(0.0F, f12, 0.0F - f1, par2, f8); } par1Tessellator.Draw(); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetNormal(0.0F, -1F, 0.0F); for (int l = 0; l < 16; l++) { float f5 = (float)l / 16F; float f9 = (par5 + (par3 - par5) * f5) - 0.001953125F; float f13 = f * f5; par1Tessellator.AddVertexWithUV(f, f13, 0.0F, par4, f9); par1Tessellator.AddVertexWithUV(0.0F, f13, 0.0F, par2, f9); par1Tessellator.AddVertexWithUV(0.0F, f13, 0.0F - f1, par2, f9); par1Tessellator.AddVertexWithUV(f, f13, 0.0F - f1, par4, f9); } par1Tessellator.Draw(); }
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(); } } }
/// <summary> /// Actually renders the fishing line and hook /// </summary> public virtual void DoRenderFishHook(EntityFishHook par1EntityFishHook, 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); int i = 1; sbyte byte0 = 2; LoadTexture("/particles.png"); Tessellator tessellator = Tessellator.Instance; float f = (float)(i * 8 + 0) / 128F; float f1 = (float)(i * 8 + 8) / 128F; float f2 = (float)(byte0 * 8 + 0) / 128F; float f3 = (float)(byte0 * 8 + 8) / 128F; float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.5F; //GL.Rotate(180F - RenderManager.PlayerViewY, 0.0F, 1.0F, 0.0F); //GL.Rotate(-RenderManager.PlayerViewX, 1.0F, 0.0F, 0.0F); tessellator.StartDrawingQuads(); tessellator.SetNormal(0.0F, 1.0F, 0.0F); tessellator.AddVertexWithUV(0.0F - f5, 0.0F - f6, 0.0F, f, f3); tessellator.AddVertexWithUV(f4 - f5, 0.0F - f6, 0.0F, f1, f3); tessellator.AddVertexWithUV(f4 - f5, 1.0F - f6, 0.0F, f1, f2); tessellator.AddVertexWithUV(0.0F - f5, 1.0F - f6, 0.0F, f, f2); tessellator.Draw(); //GL.Disable(EnableCap.RescaleNormal); //GL.PopMatrix(); if (par1EntityFishHook.Angler != null) { float f7 = ((par1EntityFishHook.Angler.PrevRotationYaw + (par1EntityFishHook.Angler.RotationYaw - par1EntityFishHook.Angler.PrevRotationYaw) * par9) * (float)Math.PI) / 180F; double d = MathHelper2.Sin(f7); double d2 = MathHelper2.Cos(f7); float f9 = par1EntityFishHook.Angler.GetSwingProgress(par9); float f10 = MathHelper2.Sin(MathHelper2.Sqrt_float(f9) * (float)Math.PI); Vec3D vec3d = Vec3D.CreateVector(-0.5D, 0.029999999999999999D, 0.80000000000000004D); vec3d.RotateAroundX((-(par1EntityFishHook.Angler.PrevRotationPitch + (par1EntityFishHook.Angler.RotationPitch - par1EntityFishHook.Angler.PrevRotationPitch) * par9) * (float)Math.PI) / 180F); vec3d.RotateAroundY((-(par1EntityFishHook.Angler.PrevRotationYaw + (par1EntityFishHook.Angler.RotationYaw - par1EntityFishHook.Angler.PrevRotationYaw) * par9) * (float)Math.PI) / 180F); vec3d.RotateAroundY(f10 * 0.5F); vec3d.RotateAroundX(-f10 * 0.7F); double d4 = par1EntityFishHook.Angler.PrevPosX + (par1EntityFishHook.Angler.PosX - par1EntityFishHook.Angler.PrevPosX) * (double)par9 + vec3d.XCoord; double d5 = par1EntityFishHook.Angler.PrevPosY + (par1EntityFishHook.Angler.PosY - par1EntityFishHook.Angler.PrevPosY) * (double)par9 + vec3d.YCoord; double d6 = par1EntityFishHook.Angler.PrevPosZ + (par1EntityFishHook.Angler.PosZ - par1EntityFishHook.Angler.PrevPosZ) * (double)par9 + vec3d.ZCoord; if (RenderManager.Options.ThirdPersonView > 0) { float f8 = ((par1EntityFishHook.Angler.PrevRenderYawOffset + (par1EntityFishHook.Angler.RenderYawOffset - par1EntityFishHook.Angler.PrevRenderYawOffset) * par9) * (float)Math.PI) / 180F; double d1 = MathHelper2.Sin(f8); double d3 = MathHelper2.Cos(f8); d4 = (par1EntityFishHook.Angler.PrevPosX + (par1EntityFishHook.Angler.PosX - par1EntityFishHook.Angler.PrevPosX) * (double)par9) - d3 * 0.34999999999999998D - d1 * 0.84999999999999998D; d5 = (par1EntityFishHook.Angler.PrevPosY + (par1EntityFishHook.Angler.PosY - par1EntityFishHook.Angler.PrevPosY) * (double)par9) - 0.45000000000000001D; d6 = ((par1EntityFishHook.Angler.PrevPosZ + (par1EntityFishHook.Angler.PosZ - par1EntityFishHook.Angler.PrevPosZ) * (double)par9) - d1 * 0.34999999999999998D) + d3 * 0.84999999999999998D; } double d7 = par1EntityFishHook.PrevPosX + (par1EntityFishHook.PosX - par1EntityFishHook.PrevPosX) * (double)par9; double d8 = par1EntityFishHook.PrevPosY + (par1EntityFishHook.PosY - par1EntityFishHook.PrevPosY) * (double)par9 + 0.25D; double d9 = par1EntityFishHook.PrevPosZ + (par1EntityFishHook.PosZ - par1EntityFishHook.PrevPosZ) * (double)par9; double d10 = (float)(d4 - d7); double d11 = (float)(d5 - d8); double d12 = (float)(d6 - d9); //GL.Disable(EnableCap.Texture2D); //GL.Disable(EnableCap.Lighting); tessellator.StartDrawing(3); tessellator.SetColorOpaque_I(0); int j = 16; for (int k = 0; k <= j; k++) { float f11 = (float)k / (float)j; tessellator.AddVertex(par2 + d10 * (double)f11, par4 + d11 * (double)(f11 * f11 + f11) * 0.5D + 0.25D, par6 + d12 * (double)f11); } tessellator.Draw(); //GL.Enable(EnableCap.Lighting); //GL.Enable(EnableCap.Texture2D); } }