Fixing Sanguine armour, adding some fancy rendering, doing other random bug fixes
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66 changed files with 2425 additions and 911 deletions
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package WayofTime.alchemicalWizardry.common.renderer.block;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL11;
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import WayofTime.alchemicalWizardry.common.renderer.BeamRenderer;
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import WayofTime.alchemicalWizardry.common.tileEntity.TEReagentConduit;
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import cpw.mods.fml.client.FMLClientHandler;
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public class RenderReagentConduit extends TileEntitySpecialRenderer
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{
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private static final ResourceLocation field_110629_a = new ResourceLocation("alchemicalwizardry:textures/models/TransCircle.png");
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@Override
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public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f)
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{
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if (tileEntity instanceof TEReagentConduit)
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{
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GL11.glPushMatrix();
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float f1 = 1.0f;
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Tessellator tessellator = Tessellator.instance;
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this.bindTexture(field_110629_a);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_CULL_FACE);
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float f2 = 0;
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float f3 = -f2 * 0.2F - (float)MathHelper.floor_float(-f2 * 0.1F);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDepthMask(false);
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tessellator.startDrawingQuads();
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tessellator.setColorRGBA(0, 0, 255, 90);
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//tessellator.setColorOpaque(255, 255, 255);
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GL11.glTranslated(d0+0.5, d1+0.5, d2+0.5);
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GL11.glRotatef(tileEntity.getWorldObj().getWorldTime()/3.0f, 0F, 1F, 0F); //Rotate on planar axis
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//GL11.glRotatef(30F, 0F, 0F, 1F); //Rotate vertical axis
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//GL11.glRotatef(tileAltar.getWorldObj().getWorldTime()*2f, 1F, 0F, 0F); //Rotate cylindrically
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double offset = 0;
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tessellator.setBrightness(240);
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// GL11.glTranslatef(0F, s, s);
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// GL11.glScalef(1F, s * 14F, s * 14F);
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tessellator.addVertexWithUV(-0.5d, 0, -0.5d, 0.0d, 0.0d);
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tessellator.addVertexWithUV(0.5d, 0, -0.5d, 1.0d, 0.0d);
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tessellator.addVertexWithUV(0.5d, 0, 0.5d, 1.0d, 1.0d);
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tessellator.addVertexWithUV(-0.5d, 0, 0.5d, 0.0d, 1.0d);
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tessellator.draw();
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GL11.glDepthMask(true);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
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GL11.glPopMatrix();
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}
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}
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}
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