package net.minecraft.client.renderer.entity;

import net.minecraft.client.model.ModelWitch;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.layers.LayerHeldItemWitch;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityWitch;
import net.minecraft.util.ResourceLocation;

public class RenderWitch extends RenderLiving
{
    private static final ResourceLocation witchTextures = new ResourceLocation("textures/entity/witch.png");

    public RenderWitch(RenderManager renderManagerIn)
    {
        super(renderManagerIn, new ModelWitch(0.0F), 0.5F);
        this.addLayer(new LayerHeldItemWitch(this));
    }

    public void func_180590_a(EntityWitch witch, double x, double y, double z, float entityYaw, float partialTicks)
    {
        ((ModelWitch)this.mainModel).field_82900_g = witch.getHeldItem() != null;
        super.doRender((EntityLiving)witch, x, y, z, entityYaw, partialTicks);
    }

    protected ResourceLocation func_180589_a(EntityWitch witch)
    {
        return witchTextures;
    }

    public void transformHeldFull3DItemLayer()
    {
        GlStateManager.translate(0.0F, 0.1875F, 0.0F);
    }

    /**
     * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
     * entityLiving, partialTickTime
     */
    protected void preRenderCallback(EntityWitch entitylivingbaseIn, float partialTickTime)
    {
        float var3 = 0.9375F;
        GlStateManager.scale(var3, var3, var3);
    }

    /**
     * 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 doe
     *  
     * @param entityYaw The yaw rotation of the passed entity
     */
    public void doRender(EntityLiving entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        this.func_180590_a((EntityWitch)entity, x, y, z, entityYaw, partialTicks);
    }

    /**
     * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
     * entityLiving, partialTickTime
     */
    protected void preRenderCallback(EntityLivingBase entitylivingbaseIn, float partialTickTime)
    {
        this.preRenderCallback((EntityWitch)entitylivingbaseIn, partialTickTime);
    }

    /**
     * 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 doe
     *  
     * @param entityYaw The yaw rotation of the passed entity
     */
    public void doRender(EntityLivingBase entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        this.func_180590_a((EntityWitch)entity, x, y, z, entityYaw, partialTicks);
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(Entity entity)
    {
        return this.func_180589_a((EntityWitch)entity);
    }

    /**
     * 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 doe
     *  
     * @param entityYaw The yaw rotation of the passed entity
     */
    public void doRender(Entity entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        this.func_180590_a((EntityWitch)entity, x, y, z, entityYaw, partialTicks);
    }
}
