/* Class150_Sub7 - Decompiled by JODE
 * Visit http://jode.sourceforge.net/
 */
import jaggl.OpenGL;

public class Class150_Sub7 extends Class150
{
    Class145 aClass145_10428;
    static final String aString10429
	= "varying vec3 wvVertex;\nvarying float waterDepth;\nuniform vec3 sunDir;\nuniform vec4 sunColour;\nuniform float sunExponent;\nuniform vec2 waveIntensity;\nuniform float waveExponent;\nuniform float breakWaterDepth;\nuniform float breakWaterOffset;\nuniform sampler3D normalSampler;\nuniform samplerCube envMapSampler;\nvoid main() {\nvec4 wnNormal = texture3D(normalSampler, gl_TexCoord[0].xyz).rbga;\nwnNormal.xyz = 2.0*wnNormal.xyz-1.0;\nvec3 wnVector = normalize(wvVertex);\nvec3 wnReflection = reflect(wnVector, wnNormal.xyz);\nvec3 envColour = textureCube(envMapSampler, wnReflection).rgb;\nvec4 specularColour = sunColour*pow(clamp(-dot(sunDir, wnReflection), 0.0, 1.0), sunExponent);\nfloat shoreFactor = clamp(waterDepth/breakWaterDepth-breakWaterOffset*wnNormal.w, 0.0, 1.0);\nfloat waveFactor = pow(1.0-shoreFactor, waveExponent)-0.5;\nwaveFactor = -4.0*waveFactor*waveFactor+1.0;\nfloat ndote = dot(wnVector, wnNormal.xyz);\nfloat fresnel = pow(1.0-abs(ndote), 1.0);\nvec4 surfaceColour = mix(vec4(envColour, fresnel*shoreFactor), (waveIntensity.x*wnNormal.wwww)+waveIntensity.y, waveFactor)+specularColour*shoreFactor;\ngl_FragColor = vec4(mix(surfaceColour.rgb, gl_Fog.color.rgb, gl_FogFragCoord), surfaceColour.a);\n}\n";
    boolean aBool10430 = false;
    static final String aString10431
	= "uniform float time;\nuniform float scale;\nvarying vec3 wvVertex;\nvarying float waterDepth;\nvoid main() {\nwaterDepth = gl_MultiTexCoord0.z;\nvec4 ecVertex = gl_ModelViewMatrix*gl_Vertex;\nwvVertex.x = dot(gl_NormalMatrix[0], ecVertex.xyz);\nwvVertex.y = dot(gl_NormalMatrix[1], ecVertex.xyz);\nwvVertex.z = dot(gl_NormalMatrix[2], ecVertex.xyz);\ngl_TexCoord[0].x = dot(gl_TextureMatrix[0][0], gl_MultiTexCoord0)*scale;\ngl_TexCoord[0].y = dot(gl_TextureMatrix[0][1], gl_MultiTexCoord0)*scale;\ngl_TexCoord[0].z = time;\ngl_TexCoord[0].w = 1.0;\ngl_FogFragCoord = clamp((ecVertex.z-gl_Fog.start)*gl_Fog.scale, 0.0, 1.0);\ngl_Position = ftransform();\n}\n";
    boolean aBool10432 = false;
    Class146 aClass146_10433;
    
    boolean method3545() {
	return ((Class150_Sub7) this).aBool10432;
    }
    
    boolean method3544() {
	return ((Class150_Sub7) this).aBool10432;
    }
    
    void method3556(boolean bool) {
	/* empty */
    }
    
    void method3541(boolean bool) {
	/* empty */
    }
    
    void method3539(boolean bool) {
	Class141_Sub4 class141_sub4
	    = ((Class150_Sub7) this).aClass87_Sub1_1742.method15003();
	if (((Class150_Sub7) this).aBool10432 && class141_sub4 != null) {
	    float f
		= (1.0F
		   + (1.0F - Math.abs(((Class87_Sub1) (((Class150_Sub7) this)
						       .aClass87_Sub1_1742))
				      .aFloatArray8933[1])) * 2.0F);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742
		.method15019(class141_sub4);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019
		(((Class146) ((Class150_Sub7) this).aClass146_10433)
		 .aClass141_Sub2_1730);
	    int i = (((Class145) ((Class150_Sub7) this).aClass145_10428)
		     .anInt1718);
	    OpenGL.glUseProgram(i);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "normalSampler"),
			       0);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "envMapSampler"),
			       1);
	    OpenGL.glUniform3f
		(OpenGL.glGetUniformLocation(i, "sunDir"),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[0]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[1]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[2]));
	    OpenGL.glUniform4f
		(OpenGL.glGetUniformLocation(i, "sunColour"),
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8936) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8956) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8938) * f,
		 1.0F);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i, "sunExponent"),
			       64.0F + Math.abs(((Class87_Sub1)
						 (((Class150_Sub7) this)
						  .aClass87_Sub1_1742))
						.aFloatArray8933[1]) * 928.0F);
	    ((Class150_Sub7) this).aBool10430 = true;
	}
    }
    
    void method3538() {
	if (((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    OpenGL.glUseProgram(0);
	    ((Class150_Sub7) this).aBool10430 = false;
	}
    }
    
    void method3543(Class141 class141, int i) {
	if (!((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(class141);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15020(i);
	}
    }
    
    boolean method3553() {
	return ((Class150_Sub7) this).aBool10432;
    }
    
    void method3542(int i, int i_0_) {
	if (((Class150_Sub7) this).aBool10430) {
	    int i_1_ = 1 << (i & 0x3);
	    float f = (float) (1 << (i >> 3 & 0x7)) / 32.0F;
	    int i_2_ = i_0_ & 0xffff;
	    float f_3_ = (float) (i_0_ >> 16 & 0x3) / 8.0F;
	    float f_4_ = (float) (i_0_ >> 19 & 0xf) / 16.0F;
	    float f_5_ = (float) (i_0_ >> 23 & 0xf) / 16.0F;
	    int i_6_ = i_0_ >> 27 & 0xf;
	    int i_7_ = (((Class145) ((Class150_Sub7) this).aClass145_10428)
			.anInt1718);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_7_, "time"),
			       (float) (i_1_
					* ((Class87_Sub1)
					   (((Class150_Sub7) this)
					    .aClass87_Sub1_1742)).anInt8871
					% 40000) / 40000.0F);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_7_, "scale"), f);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_7_,
							   "breakWaterDepth"),
			       (float) i_2_);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_7_,
							   "breakWaterOffset"),
			       f_3_);
	    OpenGL.glUniform2f(OpenGL.glGetUniformLocation(i_7_,
							   "waveIntensity"),
			       f_5_, f_4_);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_7_,
							   "waveExponent"),
			       (float) i_6_);
	}
    }
    
    void method3547() {
	if (((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    OpenGL.glUseProgram(0);
	    ((Class150_Sub7) this).aBool10430 = false;
	}
    }
    
    void method3551(int i, int i_8_) {
	if (((Class150_Sub7) this).aBool10430) {
	    int i_9_ = 1 << (i & 0x3);
	    float f = (float) (1 << (i >> 3 & 0x7)) / 32.0F;
	    int i_10_ = i_8_ & 0xffff;
	    float f_11_ = (float) (i_8_ >> 16 & 0x3) / 8.0F;
	    float f_12_ = (float) (i_8_ >> 19 & 0xf) / 16.0F;
	    float f_13_ = (float) (i_8_ >> 23 & 0xf) / 16.0F;
	    int i_14_ = i_8_ >> 27 & 0xf;
	    int i_15_ = (((Class145) ((Class150_Sub7) this).aClass145_10428)
			 .anInt1718);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_15_, "time"),
			       (float) (i_9_
					* ((Class87_Sub1)
					   (((Class150_Sub7) this)
					    .aClass87_Sub1_1742)).anInt8871
					% 40000) / 40000.0F);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_15_, "scale"), f);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_15_,
							   "breakWaterDepth"),
			       (float) i_10_);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_15_,
							   "breakWaterOffset"),
			       f_11_);
	    OpenGL.glUniform2f(OpenGL.glGetUniformLocation(i_15_,
							   "waveIntensity"),
			       f_13_, f_12_);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i_15_,
							   "waveExponent"),
			       (float) i_14_);
	}
    }
    
    void method3548() {
	if (((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    OpenGL.glUseProgram(0);
	    ((Class150_Sub7) this).aBool10430 = false;
	}
    }
    
    void method3549() {
	if (((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    OpenGL.glUseProgram(0);
	    ((Class150_Sub7) this).aBool10430 = false;
	}
    }
    
    void method3537() {
	if (((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(null);
	    OpenGL.glUseProgram(0);
	    ((Class150_Sub7) this).aBool10430 = false;
	}
    }
    
    void method3540(boolean bool) {
	Class141_Sub4 class141_sub4
	    = ((Class150_Sub7) this).aClass87_Sub1_1742.method15003();
	if (((Class150_Sub7) this).aBool10432 && class141_sub4 != null) {
	    float f
		= (1.0F
		   + (1.0F - Math.abs(((Class87_Sub1) (((Class150_Sub7) this)
						       .aClass87_Sub1_1742))
				      .aFloatArray8933[1])) * 2.0F);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742
		.method15019(class141_sub4);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019
		(((Class146) ((Class150_Sub7) this).aClass146_10433)
		 .aClass141_Sub2_1730);
	    int i = (((Class145) ((Class150_Sub7) this).aClass145_10428)
		     .anInt1718);
	    OpenGL.glUseProgram(i);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "normalSampler"),
			       0);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "envMapSampler"),
			       1);
	    OpenGL.glUniform3f
		(OpenGL.glGetUniformLocation(i, "sunDir"),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[0]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[1]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[2]));
	    OpenGL.glUniform4f
		(OpenGL.glGetUniformLocation(i, "sunColour"),
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8936) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8956) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8938) * f,
		 1.0F);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i, "sunExponent"),
			       64.0F + Math.abs(((Class87_Sub1)
						 (((Class150_Sub7) this)
						  .aClass87_Sub1_1742))
						.aFloatArray8933[1]) * 928.0F);
	    ((Class150_Sub7) this).aBool10430 = true;
	}
    }
    
    void method3552(Class141 class141, int i) {
	if (!((Class150_Sub7) this).aBool10430) {
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019(class141);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15020(i);
	}
    }
    
    Class150_Sub7(Class87_Sub1 class87_sub1, Class146 class146) {
	super(class87_sub1);
	((Class150_Sub7) this).aClass146_10433 = class146;
	if ((((Class146) ((Class150_Sub7) this).aClass146_10433)
	     .aClass141_Sub2_1730) != null
	    && (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		.aBool8993)
	    && (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		.aBool8994)) {
	    Class155 class155
		= (Class155.method3687
		   (((Class150_Sub7) this).aClass87_Sub1_1742, 35633,
		    "uniform float time;\nuniform float scale;\nvarying vec3 wvVertex;\nvarying float waterDepth;\nvoid main() {\nwaterDepth = gl_MultiTexCoord0.z;\nvec4 ecVertex = gl_ModelViewMatrix*gl_Vertex;\nwvVertex.x = dot(gl_NormalMatrix[0], ecVertex.xyz);\nwvVertex.y = dot(gl_NormalMatrix[1], ecVertex.xyz);\nwvVertex.z = dot(gl_NormalMatrix[2], ecVertex.xyz);\ngl_TexCoord[0].x = dot(gl_TextureMatrix[0][0], gl_MultiTexCoord0)*scale;\ngl_TexCoord[0].y = dot(gl_TextureMatrix[0][1], gl_MultiTexCoord0)*scale;\ngl_TexCoord[0].z = time;\ngl_TexCoord[0].w = 1.0;\ngl_FogFragCoord = clamp((ecVertex.z-gl_Fog.start)*gl_Fog.scale, 0.0, 1.0);\ngl_Position = ftransform();\n}\n"));
	    Class155 class155_16_
		= (Class155.method3687
		   (((Class150_Sub7) this).aClass87_Sub1_1742, 35632,
		    "varying vec3 wvVertex;\nvarying float waterDepth;\nuniform vec3 sunDir;\nuniform vec4 sunColour;\nuniform float sunExponent;\nuniform vec2 waveIntensity;\nuniform float waveExponent;\nuniform float breakWaterDepth;\nuniform float breakWaterOffset;\nuniform sampler3D normalSampler;\nuniform samplerCube envMapSampler;\nvoid main() {\nvec4 wnNormal = texture3D(normalSampler, gl_TexCoord[0].xyz).rbga;\nwnNormal.xyz = 2.0*wnNormal.xyz-1.0;\nvec3 wnVector = normalize(wvVertex);\nvec3 wnReflection = reflect(wnVector, wnNormal.xyz);\nvec3 envColour = textureCube(envMapSampler, wnReflection).rgb;\nvec4 specularColour = sunColour*pow(clamp(-dot(sunDir, wnReflection), 0.0, 1.0), sunExponent);\nfloat shoreFactor = clamp(waterDepth/breakWaterDepth-breakWaterOffset*wnNormal.w, 0.0, 1.0);\nfloat waveFactor = pow(1.0-shoreFactor, waveExponent)-0.5;\nwaveFactor = -4.0*waveFactor*waveFactor+1.0;\nfloat ndote = dot(wnVector, wnNormal.xyz);\nfloat fresnel = pow(1.0-abs(ndote), 1.0);\nvec4 surfaceColour = mix(vec4(envColour, fresnel*shoreFactor), (waveIntensity.x*wnNormal.wwww)+waveIntensity.y, waveFactor)+specularColour*shoreFactor;\ngl_FragColor = vec4(mix(surfaceColour.rgb, gl_Fog.color.rgb, gl_FogFragCoord), surfaceColour.a);\n}\n"));
	    ((Class150_Sub7) this).aClass145_10428
		= Class145.method3524((((Class150_Sub7) this)
				       .aClass87_Sub1_1742),
				      new Class155[] { class155,
						       class155_16_ });
	    ((Class150_Sub7) this).aBool10432
		= ((Class150_Sub7) this).aClass145_10428 != null;
	}
    }
    
    void method3550(boolean bool) {
	Class141_Sub4 class141_sub4
	    = ((Class150_Sub7) this).aClass87_Sub1_1742.method15003();
	if (((Class150_Sub7) this).aBool10432 && class141_sub4 != null) {
	    float f
		= (1.0F
		   + (1.0F - Math.abs(((Class87_Sub1) (((Class150_Sub7) this)
						       .aClass87_Sub1_1742))
				      .aFloatArray8933[1])) * 2.0F);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742
		.method15019(class141_sub4);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019
		(((Class146) ((Class150_Sub7) this).aClass146_10433)
		 .aClass141_Sub2_1730);
	    int i = (((Class145) ((Class150_Sub7) this).aClass145_10428)
		     .anInt1718);
	    OpenGL.glUseProgram(i);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "normalSampler"),
			       0);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "envMapSampler"),
			       1);
	    OpenGL.glUniform3f
		(OpenGL.glGetUniformLocation(i, "sunDir"),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[0]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[1]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[2]));
	    OpenGL.glUniform4f
		(OpenGL.glGetUniformLocation(i, "sunColour"),
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8936) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8956) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8938) * f,
		 1.0F);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i, "sunExponent"),
			       64.0F + Math.abs(((Class87_Sub1)
						 (((Class150_Sub7) this)
						  .aClass87_Sub1_1742))
						.aFloatArray8933[1]) * 928.0F);
	    ((Class150_Sub7) this).aBool10430 = true;
	}
    }
    
    void method3555(boolean bool) {
	Class141_Sub4 class141_sub4
	    = ((Class150_Sub7) this).aClass87_Sub1_1742.method15003();
	if (((Class150_Sub7) this).aBool10432 && class141_sub4 != null) {
	    float f
		= (1.0F
		   + (1.0F - Math.abs(((Class87_Sub1) (((Class150_Sub7) this)
						       .aClass87_Sub1_1742))
				      .aFloatArray8933[1])) * 2.0F);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(1);
	    ((Class150_Sub7) this).aClass87_Sub1_1742
		.method15019(class141_sub4);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15018(0);
	    ((Class150_Sub7) this).aClass87_Sub1_1742.method15019
		(((Class146) ((Class150_Sub7) this).aClass146_10433)
		 .aClass141_Sub2_1730);
	    int i = (((Class145) ((Class150_Sub7) this).aClass145_10428)
		     .anInt1718);
	    OpenGL.glUseProgram(i);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "normalSampler"),
			       0);
	    OpenGL.glUniform1i(OpenGL.glGetUniformLocation(i, "envMapSampler"),
			       1);
	    OpenGL.glUniform3f
		(OpenGL.glGetUniformLocation(i, "sunDir"),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[0]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[1]),
		 -(((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		   .aFloatArray8933[2]));
	    OpenGL.glUniform4f
		(OpenGL.glGetUniformLocation(i, "sunColour"),
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8936) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8956) * f,
		 (((Class87_Sub1) ((Class150_Sub7) this).aClass87_Sub1_1742)
		  .aFloat8938) * f,
		 1.0F);
	    OpenGL.glUniform1f(OpenGL.glGetUniformLocation(i, "sunExponent"),
			       64.0F + Math.abs(((Class87_Sub1)
						 (((Class150_Sub7) this)
						  .aClass87_Sub1_1742))
						.aFloatArray8933[1]) * 928.0F);
	    ((Class150_Sub7) this).aBool10430 = true;
	}
    }
    
    boolean method3546() {
	return ((Class150_Sub7) this).aBool10432;
    }
    
    void method3557(boolean bool) {
	/* empty */
    }
    
    void method3554(boolean bool) {
	/* empty */
    }
}
