if (var6 != 0 && var6 != 31 && var6 != 16 && var6 != 26) { if (var6 == 1) { var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]drawCrossedSquares(par1Block, par2, -0[paste][/paste]5D, -0[paste][/paste]5D, -0[paste][/paste]5D); var4[paste][/paste]draw(); } else if (var6 == 19) { var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); par1Block[paste][/paste]setBlockBoundsForItemRender(); this[paste][/paste]renderBlockStemSmall(par1Block, par2, par1Block[paste][/paste]maxY, -0[paste][/paste]5D, -0[paste][/paste]5D, -0[paste][/paste]5D); var4[paste][/paste]draw(); } else if (var6 == 23) { var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); par1Block[paste][/paste]setBlockBoundsForItemRender(); var4[paste][/paste]draw(); } else if (var6 == 13) { par1Block[paste][/paste]setBlockBoundsForItemRender(); GL11[paste][/paste]glTranslatef(-0[paste][/paste]5F, -0[paste][/paste]5F, -0[paste][/paste]5F); var7 = 0[paste][/paste]0625F; var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderBottomFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(0)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderTopFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(1)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, -1[paste][/paste]0F); var4[paste][/paste]addTranslation(0[paste][/paste]0F, 0[paste][/paste]0F, var7); this[paste][/paste]renderEastFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(2)); var4[paste][/paste]addTranslation(0[paste][/paste]0F, 0[paste][/paste]0F, -var7); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F); var4[paste][/paste]addTranslation(0[paste][/paste]0F, 0[paste][/paste]0F, -var7); this[paste][/paste]renderWestFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(3)); var4[paste][/paste]addTranslation(0[paste][/paste]0F, 0[paste][/paste]0F, var7); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(-1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); var4[paste][/paste]addTranslation(var7, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderNorthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(4)); var4[paste][/paste]addTranslation(-var7, 0[paste][/paste]0F, 0[paste][/paste]0F); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); var4[paste][/paste]addTranslation(-var7, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderSouthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(5)); var4[paste][/paste]addTranslation(var7, 0[paste][/paste]0F, 0[paste][/paste]0F); var4[paste][/paste]draw(); GL11[paste][/paste]glTranslatef(0[paste][/paste]5F, 0[paste][/paste]5F, 0[paste][/paste]5F); } else if (var6 == 22) { GL11[paste][/paste]glRotatef(90[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]0F); GL11[paste][/paste]glTranslatef(-0[paste][/paste]5F, -0[paste][/paste]5F, -0[paste][/paste]5F); ChestItemRenderHelper[paste][/paste]instance[paste][/paste]renderChest(par1Block, par2, par3); GL11[paste][/paste]glEnable(GL12[paste][/paste]GL_RESCALE_NORMAL); } else if (var6 == 6) { var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderBlockCropsImpl(par1Block, par2, -0[paste][/paste]5D, -0[paste][/paste]5D, -0[paste][/paste]5D); var4[paste][/paste]draw(); } else if (var6 == 2) { var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderTorchAtAngle(par1Block, -0[paste][/paste]5D, -0[paste][/paste]5D, -0[paste][/paste]5D, 0[paste][/paste]0D, 0[paste][/paste]0D); var4[paste][/paste]draw(); } else if (var6 == 10) { for (var10 = 0; var10 < 2; ++var10) { if (var10 == 0) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]5F); } if (var10 == 1) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]5F, 1[paste][/paste]0F, 0[paste][/paste]5F, 1[paste][/paste]0F); } GL11[paste][/paste]glTranslatef(-0[paste][/paste]5F, -0[paste][/paste]5F, -0[paste][/paste]5F); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderBottomFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(0)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderTopFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(1)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, -1[paste][/paste]0F); this[paste][/paste]renderEastFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(2)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F); this[paste][/paste]renderWestFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(3)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(-1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderNorthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(4)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderSouthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(5)); var4[paste][/paste]draw(); GL11[paste][/paste]glTranslatef(0[paste][/paste]5F, 0[paste][/paste]5F, 0[paste][/paste]5F); } } else if (var6 == 27) { var10 = 0; GL11[paste][/paste]glTranslatef(-0[paste][/paste]5F, -0[paste][/paste]5F, -0[paste][/paste]5F); var4[paste][/paste]startDrawingQuads(); for (int var17 = 0; var17 < 8; ++var17) { byte var12 = 0; byte var13 = 1; if (var17 == 0) { var12 = 2; } if (var17 == 1) { var12 = 3; } if (var17 == 2) { var12 = 4; } if (var17 == 3) { var12 = 5; var13 = 2; } if (var17 == 4) { var12 = 6; var13 = 3; } if (var17 == 5) { var12 = 7; var13 = 5; } if (var17 == 6) { var12 = 6; var13 = 2; } if (var17 == 7) { var12 = 3; } float var14 = (float)var12 / 16[paste][/paste]0F; float var15 = 1[paste][/paste]0F - (float)var10 / 16[paste][/paste]0F; float var16 = 1[paste][/paste]0F - (float)(var10 + var13) / 16[paste][/paste]0F; var10 += var13; par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var14, var16, 0[paste][/paste]5F - var14, 0[paste][/paste]5F + var14, var15, 0[paste][/paste]5F + var14); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderBottomFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(0)); var4[paste][/paste]setNormal(0[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderTopFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(1)); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, -1[paste][/paste]0F); this[paste][/paste]renderEastFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(2)); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F); this[paste][/paste]renderWestFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(3)); var4[paste][/paste]setNormal(-1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderNorthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(4)); var4[paste][/paste]setNormal(1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderSouthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(5)); } var4[paste][/paste]draw(); GL11[paste][/paste]glTranslatef(0[paste][/paste]5F, 0[paste][/paste]5F, 0[paste][/paste]5F); par1Block[paste][/paste]setBlockBounds(0[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F); } else if (var6 == 11) { for (var10 = 0; var10 < 4; ++var10) { var8 = 0[paste][/paste]125F; if (var10 == 0) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 0[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]5F + var8, 1[paste][/paste]0F, var8 * 2[paste][/paste]0F); } if (var10 == 1) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 0[paste][/paste]0F, 1[paste][/paste]0F - var8 * 2[paste][/paste]0F, 0[paste][/paste]5F + var8, 1[paste][/paste]0F, 1[paste][/paste]0F); } var8 = 0[paste][/paste]0625F; if (var10 == 2) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 1[paste][/paste]0F - var8 * 3[paste][/paste]0F, -var8 * 2[paste][/paste]0F, 0[paste][/paste]5F + var8, 1[paste][/paste]0F - var8, 1[paste][/paste]0F + var8 * 2[paste][/paste]0F); } if (var10 == 3) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 0[paste][/paste]5F - var8 * 3[paste][/paste]0F, -var8 * 2[paste][/paste]0F, 0[paste][/paste]5F + var8, 0[paste][/paste]5F - var8, 1[paste][/paste]0F + var8 * 2[paste][/paste]0F); } GL11[paste][/paste]glTranslatef(-0[paste][/paste]5F, -0[paste][/paste]5F, -0[paste][/paste]5F); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderBottomFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(0)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderTopFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(1)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, -1[paste][/paste]0F); this[paste][/paste]renderEastFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(2)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F); this[paste][/paste]renderWestFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(3)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(-1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderNorthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(4)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderSouthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(5)); var4[paste][/paste]draw(); GL11[paste][/paste]glTranslatef(0[paste][/paste]5F, 0[paste][/paste]5F, 0[paste][/paste]5F); } par1Block[paste][/paste]setBlockBounds(0[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F); } else if (var6 == 21) { for (var10 = 0; var10 < 3; ++var10) { var8 = 0[paste][/paste]0625F; if (var10 == 0) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 0[paste][/paste]3F, 0[paste][/paste]0F, 0[paste][/paste]5F + var8, 1[paste][/paste]0F, var8 * 2[paste][/paste]0F); } if (var10 == 1) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 0[paste][/paste]3F, 1[paste][/paste]0F - var8 * 2[paste][/paste]0F, 0[paste][/paste]5F + var8, 1[paste][/paste]0F, 1[paste][/paste]0F); } var8 = 0[paste][/paste]0625F; if (var10 == 2) { par1Block[paste][/paste]setBlockBounds(0[paste][/paste]5F - var8, 0[paste][/paste]5F, 0[paste][/paste]0F, 0[paste][/paste]5F + var8, 1[paste][/paste]0F - var8, 1[paste][/paste]0F); } GL11[paste][/paste]glTranslatef(-0[paste][/paste]5F, -0[paste][/paste]5F, -0[paste][/paste]5F); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, -1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderBottomFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(0)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 1[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderTopFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(1)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, -1[paste][/paste]0F); this[paste][/paste]renderEastFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(2)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F); this[paste][/paste]renderWestFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(3)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(-1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderNorthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(4)); var4[paste][/paste]draw(); var4[paste][/paste]startDrawingQuads(); var4[paste][/paste]setNormal(1[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F); this[paste][/paste]renderSouthFace(par1Block, 0[paste][/paste]0D, 0[paste][/paste]0D, 0[paste][/paste]0D, par1Block[paste][/paste]getBlockTextureFromSide(5)); var4[paste][/paste]draw(); GL11[paste][/paste]glTranslatef(0[paste][/paste]5F, 0[paste][/paste]5F, 0[paste][/paste]5F); } par1Block[paste][/paste]setBlockBounds(0[paste][/paste]0F, 0[paste][/paste]0F, 0[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F, 1[paste][/paste]0F); } else { ModLoader[paste][/paste]renderInvBlock(this, par1Block, par2, var6); } else { FMLRenderAccessLibrary[paste][/paste]renderInventoryBlock(this, par1Block, par2, var6); } }