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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304 changed files with 3941 additions and 5108 deletions
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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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