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Jan 16th, 2019
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  1. public void drawItemIntoGui(FontRenderer var1, RenderEngine var2, int var3, int var4, int var5, int var6, int var7) {
  2. float var11;
  3.  
  4. // Spout Start
  5. String customTexture = SpoutClient.getInstance().getItemManager().getCustomItemTexture(var3, (short) var4);
  6. String customTexturePlugin = SpoutClient.getInstance().getItemManager().getCustomItemTexturePlugin(var3, (short) var4);
  7. Boolean bCustomTexture = false;
  8. SpoutCustomBlockDesign blockType = SpoutItemBlock.getCustomBlockDesign(var3, var4);
  9. if (blockType != null) {
  10. var2.bindTexture(CustomTextureManager.getTextureFromUrl(blockType.getTexturePlugin(), blockType.getTexureURL()).getTextureID());
  11. } else if (customTexture != null && CustomTextureManager.getTextureFromUrl(customTexturePlugin, customTexture) != null) {
  12. bCustomTexture = true;
  13. var2.bindTexture(CustomTextureManager.getTextureFromUrl(customTexturePlugin, customTexture).getTextureID());
  14. } else if (var3 < 256) {
  15. var2.bindTexture(var2.getTexture("/terrain.png"));
  16. } else {
  17. var2.bindTexture(var2.getTexture("/gui/items.png"));
  18. }
  19.  
  20. if(blockType != null || (!bCustomTexture && var3 < 256 && RenderBlocks.renderItemIn3d(Block.blocksList[var3].getRenderType()))) {
  21. // Spout End
  22. Block var14 = Block.blocksList[var3];
  23. GL11.glPushMatrix();
  24. GL11.glTranslatef((float)(var6 - 2), (float)(var7 + 3), -3.0F);
  25. GL11.glScalef(10.0F, 10.0F, 10.0F);
  26. GL11.glTranslatef(1.0F, 0.5F, 1.0F);
  27. GL11.glScalef(1.0F, 1.0F, -1.0F);
  28. GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F);
  29. GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
  30. int var15 = Item.itemsList[var3].getColorFromDamage(var4);
  31. var11 = (float)(var15 >> 16 & 255) / 255.0F;
  32. float var12 = (float)(var15 >> 8 & 255) / 255.0F;
  33. float var13 = (float)(var15 & 255) / 255.0F;
  34. if(this.field_27004_a) {
  35. GL11.glColor4f(var11, var12, var13, 1.0F);
  36. }
  37.  
  38. GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
  39. //Spout Start
  40. this.renderBlocks.useInventoryTint = this.field_27004_a;
  41. if(blockType != null) {
  42. blockType.renderBlockOnInventory(renderBlocks, 1.0F);
  43. } else {
  44. this.renderBlocks.renderBlockOnInventory(var14, var4, 1.0F);
  45. }
  46. this.renderBlocks.useInventoryTint = true;
  47. //Spout end
  48. GL11.glPopMatrix();
  49. } else if(var5 >= 0) {
  50. GL11.glDisable(2896 /*GL_LIGHTING*/);
  51. // if(var3 < 256) {
  52. // var2.bindTexture(var2.getTexture("/terrain.png"));
  53. // } else {
  54. // var2.bindTexture(var2.getTexture("/gui/items.png"));
  55. // }
  56.  
  57. int var8 = Item.itemsList[var3].getColorFromDamage(var4);
  58. float var9 = (float)(var8 >> 16 & 255) / 255.0F;
  59. float var10 = (float)(var8 >> 8 & 255) / 255.0F;
  60. var11 = (float)(var8 & 255) / 255.0F;
  61. if(this.field_27004_a) {
  62. GL11.glColor4f(var9, var10, var11, 1.0F);
  63. }
  64.  
  65. // Spout Start
  66. if (bCustomTexture) {
  67. Tessellator tes = Tessellator.instance;
  68. tes.startDrawingQuads();
  69. tes.addVertexWithUV((double) (var6 + 0), (double) (var7 + 16), (double) 0, 0, 0);
  70. tes.addVertexWithUV((double) (var6 + 16), (double) (var7 + 16), (double) 0, 1, 0);
  71. tes.addVertexWithUV((double) (var6 + 16), (double) (var7 + 0), (double) 0, 1, 1);
  72. tes.addVertexWithUV((double) (var6 + 0), (double) (var7 + 0), (double) 0, 0, 1);
  73. tes.draw();
  74. } else
  75. this.renderTexturedQuad(var6, var7, var5 % 16 * 16, var5 / 16 * 16, 16, 16);
  76. // Spout End
  77.  
  78. GL11.glEnable(2896 /*GL_LIGHTING*/);
  79. }
  80.  
  81. GL11.glEnable(2884 /*GL_CULL_FACE*/);
  82. }
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