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.
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8601e9faff
commit
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304 changed files with 3941 additions and 5108 deletions
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@ -1,17 +1,14 @@
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package WayofTime.alchemicalWizardry.common.renderer.projectile;
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import WayofTime.alchemicalWizardry.common.renderer.model.ModelEnergyBazookaMainProjectile;
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import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import WayofTime.alchemicalWizardry.common.renderer.model.ModelEnergyBazookaMainProjectile;
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public class RenderEnergyBazookaMainProjectile extends Render
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{
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public class RenderEnergyBazookaMainProjectile extends Render {
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public ModelBase model = new ModelEnergyBazookaMainProjectile();
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private static final ResourceLocation field_110833_a = new ResourceLocation("alchemicalwizardry", "textures/models/EnergyBazookaMainProjectile.png"); //refers to:YourMod/modelsTextureFile/optionalFile/yourTexture.png
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private float scale = 1.0f;
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@ -20,13 +17,13 @@ public class RenderEnergyBazookaMainProjectile extends Render
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public void doRender(Entity entity, double d0, double d1, double d2, float f, float f1)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float)d0, (float)d1, (float)d2);
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GL11.glTranslatef((float) d0, (float) d1, (float) d2);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glScalef(scale, scale, scale);
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this.bindTexture(this.getEntityTexture(entity));
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GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * f1, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(180.0f - entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * f1, 1.0F, 0.0F, 0.0f);
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model.render(entity, 0, (float)d0, (float)d1, (float) d2, f, f1);
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model.render(entity, 0, (float) d0, (float) d1, (float) d2, f, f1);
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//GL11.glRotatef(entity.getRotationYawHead(), 0.0F, 1.0F, 0.0F);
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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GL11.glPopMatrix();
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@ -1,32 +1,21 @@
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package WayofTime.alchemicalWizardry.common.renderer.projectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.*;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import WayofTime.alchemicalWizardry.common.entity.projectile.EnergyBlastProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.ExplosionProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.FireProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.HolyProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.IceProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.LightningBoltProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.MudProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.WaterProjectile;
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import WayofTime.alchemicalWizardry.common.entity.projectile.WindGustProjectile;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class RenderEnergyBlastProjectile extends Render
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{
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public class RenderEnergyBlastProjectile extends Render {
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public void doRenderEnergyBlastProjectile(EnergyBlastProjectile entityShot, double par2, double par4, double par6, float par8, float par9)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float)par2, (float)par4, (float)par6);
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GL11.glTranslatef((float) par2, (float) par4, (float) par6);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glScalef(0.1F, 0.1F, 0.1F);
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this.bindTexture(this.getEntityTexture(entityShot));
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@ -49,7 +38,7 @@ public class RenderEnergyBlastProjectile extends Render
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{
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if (par1Entity instanceof EnergyBlastProjectile)
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{
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this.doRenderEnergyBlastProjectile((EnergyBlastProjectile)par1Entity, par2, par4, par6, par8, par9);
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this.doRenderEnergyBlastProjectile((EnergyBlastProjectile) par1Entity, par2, par4, par6, par8, par9);
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}
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}
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@ -1,19 +1,10 @@
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package WayofTime.alchemicalWizardry.common.renderer.projectile;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.MathHelper;
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@SideOnly(Side.CLIENT)
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public class RenderFireProjectile
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{
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public class RenderFireProjectile {
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// public void doRenderProjectile(FireProjectile entityShot, double par2, double par4, double par6, float par8, float par9)
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// {
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// GL11.glPushMatrix();
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package WayofTime.alchemicalWizardry.common.renderer.projectile;
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import WayofTime.alchemicalWizardry.common.renderer.model.ModelMeteor;
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import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import WayofTime.alchemicalWizardry.common.renderer.model.ModelMeteor;
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public class RenderMeteor extends Render
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{
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public class RenderMeteor extends Render {
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public ModelBase model = new ModelMeteor();
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private static final ResourceLocation field_110833_a = new ResourceLocation("alchemicalwizardry", "textures/models/Meteor.png"); //refers to:YourMod/modelsTextureFile/optionalFile/yourTexture.png
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private float scale = 1.0f;
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public void doRender(Entity entity, double d0, double d1, double d2, float f, float f1)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float)d0, (float)d1, (float)d2);
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GL11.glTranslatef((float) d0, (float) d1, (float) d2);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glScalef(scale, scale, scale);
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this.bindTexture(this.getEntityTexture(entity));
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GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * f1, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(180.0f - entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * f1, 1.0F, 0.0F, 0.0f);
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model.render(entity, 0, (float)d0, (float)d1, (float) d2, f, f1);
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model.render(entity, 0, (float) d0, (float) d1, (float) d2, f, f1);
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//GL11.glRotatef(entity.getRotationYawHead(), 0.0F, 1.0F, 0.0F);
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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GL11.glPopMatrix();
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