Program: 169888
Project: 169888
Buggy source:
@Override public void doRender(Entity entity,double x,double y,double z,float par8,float par9){
  EntityExplosion eZhaPin=(EntityExplosion)entity;
  if (eZhaPin.baoZha != null) {
    if (eZhaPin.baoZha instanceof BlastRedMatter) {
      Tessellator tessellator=Tessellator.instance;
      GL11.glPushMatrix();
      GL11.glTranslatef((float)x,(float)y,(float)z);
      CalclaviaRenderHelper.enableBlending();
      CalclaviaRenderHelper.disableLighting();
      GL11.glColor4f(0.0F,0.0F,0.0F,0.9f);
      Sphere sphere=new Sphere();
      sphere.draw(5,32,32);
      CalclaviaRenderHelper.enableLighting();
      CalclaviaRenderHelper.disableBlending();
      GL11.glPopMatrix();
      float par2=(entity.ticksExisted);
      while (par2 > 200)       par2-=100;
      RenderHelper.disableStandardItemLighting();
      float var41=(5 + par2) / 200.0F;
      float var51=0.0F;
      if (var41 > 0.8F) {
        var51=(var41 - 0.8F) / 0.2F;
      }
      Random rand=new Random(432L);
      GL11.glPushMatrix();
      GL11.glTranslatef((float)x,(float)y,(float)z);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glShadeModel(GL11.GL_SMOOTH);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA,GL11.GL_ONE);
      GL11.glDisable(GL11.GL_ALPHA_TEST);
      GL11.glEnable(GL11.GL_CULL_FACE);
      GL11.glDepthMask(false);
      GL11.glPushMatrix();
      GL11.glTranslatef(0.0F,-1.0F,-2.0F);
      for (int i1=0; i1 < (var41 + var41 * var41) / 2.0F * 60.0F; ++i1) {
        GL11.glRotatef(rand.nextFloat() * 360.0F,1.0F,0.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,0.0F,1.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,0.0F,0.0F,1.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,1.0F,0.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,0.0F,1.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F + var41 * 90.0F,0.0F,0.0F,1.0F);
        tessellator.startDrawing(6);
        float var81=rand.nextFloat() * 20.0F + 5.0F + var51 * 10.0F;
        float var91=rand.nextFloat() * 2.0F + 1.0F + var51 * 2.0F;
        tessellator.setColorRGBA_I(16777215,(int)(255.0F * (1.0F - var51)));
        tessellator.addVertex(0.0D,0.0D,0.0D);
        tessellator.setColorRGBA_I(0,0);
        tessellator.addVertex(-0.866D * var91,var81,-0.5F * var91);
        tessellator.addVertex(0.866D * var91,var81,-0.5F * var91);
        tessellator.addVertex(0.0D,var81,1.0F * var91);
        tessellator.addVertex(-0.866D * var91,var81,-0.5F * var91);
        tessellator.draw();
      }
      GL11.glPopMatrix();
      GL11.glDepthMask(true);
      GL11.glDisable(GL11.GL_CULL_FACE);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glShadeModel(GL11.GL_FLAT);
      GL11.glColor4f(1.0F,1.0F,1.0F,1.0F);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      RenderHelper.enableStandardItemLighting();
      GL11.glPopMatrix();
    }
 else {
      if (eZhaPin.baoZha.getRenderModel() != null && eZhaPin.baoZha.getRenderResource() != null) {
        GL11.glPushMatrix();
        GL11.glTranslatef((float)x,(float)y + 1F,(float)z);
        GL11.glRotatef(eZhaPin.rotationPitch,0.0F,0.0F,1.0F);
        this.bindTexture(eZhaPin.baoZha.getRenderResource());
        eZhaPin.baoZha.getRenderModel().render(eZhaPin,(float)x,(float)y,(float)z,par8,par9,0.0625F);
        GL11.glPopMatrix();
      }
    }
  }
}

Fixed version (ground truth):
@Override public void doRender(Entity entity,double x,double y,double z,float par8,float par9){
  EntityExplosion eZhaPin=(EntityExplosion)entity;
  if (eZhaPin.baoZha != null) {
    if (eZhaPin.baoZha instanceof BlastRedmatter) {
      Tessellator tessellator=Tessellator.instance;
      GL11.glPushMatrix();
      GL11.glTranslatef((float)x,(float)y,(float)z);
      CalclaviaRenderHelper.enableBlending();
      CalclaviaRenderHelper.disableLighting();
      GL11.glColor4f(0.0F,0.0F,0.0F,0.9f);
      Sphere sphere=new Sphere();
      sphere.draw(5,32,32);
      CalclaviaRenderHelper.enableLighting();
      CalclaviaRenderHelper.disableBlending();
      GL11.glPopMatrix();
      float par2=(entity.ticksExisted);
      while (par2 > 200)       par2-=100;
      RenderHelper.disableStandardItemLighting();
      float var41=(5 + par2) / 200.0F;
      float var51=0.0F;
      if (var41 > 0.8F) {
        var51=(var41 - 0.8F) / 0.2F;
      }
      Random rand=new Random(432L);
      GL11.glPushMatrix();
      GL11.glTranslatef((float)x,(float)y,(float)z);
      GL11.glDisable(GL11.GL_TEXTURE_2D);
      GL11.glShadeModel(GL11.GL_SMOOTH);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA,GL11.GL_ONE);
      GL11.glDisable(GL11.GL_ALPHA_TEST);
      GL11.glEnable(GL11.GL_CULL_FACE);
      GL11.glDepthMask(false);
      GL11.glPushMatrix();
      GL11.glTranslatef(0.0F,-1.0F,-2.0F);
      for (int i1=0; i1 < (var41 + var41 * var41) / 2.0F * 60.0F; ++i1) {
        GL11.glRotatef(rand.nextFloat() * 360.0F,1.0F,0.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,0.0F,1.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,0.0F,0.0F,1.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,1.0F,0.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F,0.0F,1.0F,0.0F);
        GL11.glRotatef(rand.nextFloat() * 360.0F + var41 * 90.0F,0.0F,0.0F,1.0F);
        tessellator.startDrawing(6);
        float var81=rand.nextFloat() * 20.0F + 5.0F + var51 * 10.0F;
        float var91=rand.nextFloat() * 2.0F + 1.0F + var51 * 2.0F;
        tessellator.setColorRGBA_I(16777215,(int)(255.0F * (1.0F - var51)));
        tessellator.addVertex(0.0D,0.0D,0.0D);
        tessellator.setColorRGBA_I(0,0);
        tessellator.addVertex(-0.866D * var91,var81,-0.5F * var91);
        tessellator.addVertex(0.866D * var91,var81,-0.5F * var91);
        tessellator.addVertex(0.0D,var81,1.0F * var91);
        tessellator.addVertex(-0.866D * var91,var81,-0.5F * var91);
        tessellator.draw();
      }
      GL11.glPopMatrix();
      GL11.glDepthMask(true);
      GL11.glDisable(GL11.GL_CULL_FACE);
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glShadeModel(GL11.GL_FLAT);
      GL11.glColor4f(1.0F,1.0F,1.0F,1.0F);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      RenderHelper.enableStandardItemLighting();
      GL11.glPopMatrix();
    }
 else {
      if (eZhaPin.baoZha.getRenderModel() != null && eZhaPin.baoZha.getRenderResource() != null) {
        GL11.glPushMatrix();
        GL11.glTranslatef((float)x,(float)y + 1F,(float)z);
        GL11.glRotatef(eZhaPin.rotationPitch,0.0F,0.0F,1.0F);
        this.bindTexture(eZhaPin.baoZha.getRenderResource());
        eZhaPin.baoZha.getRenderModel().render(eZhaPin,(float)x,(float)y,(float)z,par8,par9,0.0625F);
        GL11.glPopMatrix();
      }
    }
  }
}