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/*
 * Copyright (C) 2022 NotEnoughUpdates contributors
 *
 * This file is part of NotEnoughUpdates.
 *
 * NotEnoughUpdates is free software: you can redistribute it
 * and/or modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation, either
 * version 3 of the License, or (at your option) any later version.
 *
 * NotEnoughUpdates is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with NotEnoughUpdates. If not, see <https://www.gnu.org/licenses/>.
 */

package io.github.moulberry.notenoughupdates.mixins;

import io.github.moulberry.notenoughupdates.NotEnoughUpdates;
import io.github.moulberry.notenoughupdates.dungeons.DungeonBlocks;
import io.github.moulberry.notenoughupdates.util.SpecialColour;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.entity.passive.EntityBat;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;

@Mixin(Render.class)
public class MixinRender {
	@Inject(method = "bindEntityTexture", at = @At("HEAD"), cancellable = true)
	public void bindEntityTexture(Entity entity, CallbackInfoReturnable<Boolean> cir) {
		if (entity instanceof EntityBat && DungeonBlocks.isOverriding()) {
			if (DungeonBlocks.bindModifiedTexture(
				new ResourceLocation("textures/entity/bat.png"),
				SpecialColour.specialToChromaRGB(NotEnoughUpdates.INSTANCE.config.dungeons.dungBatColour)
			)) {
				cir.setReturnValue(true);
				GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR);
				GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
			}
		}
	}
}