Massive rework of configs, items and blocks.

I redone where the items/blocsks are stored and how the configs are
handled to clean up it and give space. You can change the config line to
AWWayofTime if you want to keep the compatibility with old configs. Now
you reference the blocks from the ModBlocks and Items from the ModItems.
This commit is contained in:
Fenn 2014-01-17 21:05:38 +00:00
parent 8601e9faff
commit e3644f2d2b
304 changed files with 3941 additions and 5108 deletions

View file

@ -1,17 +1,14 @@
package WayofTime.alchemicalWizardry.common.renderer.model;
import WayofTime.alchemicalWizardry.common.tileEntity.TEAltar;
import cpw.mods.fml.client.FMLClientHandler;
import net.minecraft.client.model.ModelBase;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;
import org.lwjgl.opengl.GL11;
import WayofTime.alchemicalWizardry.common.tileEntity.TEAltar;
import cpw.mods.fml.client.FMLClientHandler;
public class ModelBloodAltar extends ModelBase
{
public class ModelBloodAltar extends ModelBase {
private IModelCustom modelBloodAltar;
private IModelCustom modelBloodLevel; //TODO
@ -37,7 +34,7 @@ public class ModelBloodAltar extends ModelBase
// Push a blank matrix onto the stack
GL11.glPushMatrix();
// Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
GL11.glTranslatef((float)x + 0.5f, (float)y , (float)z + 0.5f);
GL11.glTranslatef((float) x + 0.5f, (float) y, (float) z + 0.5f);
// Scale our object to about half-size in all directions (the OBJ file is a little large)
GL11.glScalef(scale, scale, scale);
// Bind the texture, so that OpenGL properly textures our block.
@ -57,7 +54,7 @@ public class ModelBloodAltar extends ModelBase
GL11.glPushMatrix();
float level = altar.getFluidAmount();
// Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
GL11.glTranslatef((float)x + 0.5f, (float)y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float)z + 0.5f);
GL11.glTranslatef((float) x + 0.5f, (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z + 0.5f);
// Scale our object to about half-size in all directions (the OBJ file is a little large)
GL11.glScalef(scale, scale, scale);
// Bind the texture, so that OpenGL properly textures our block.