
Slowly getting rid of these BlockStack references. Slowly moving towards a proper "API" in our internals.
51 lines
1.6 KiB
Java
51 lines
1.6 KiB
Java
package WayofTime.bloodmagic.proxy;
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import WayofTime.bloodmagic.ritual.CapabilityRuneType;
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import WayofTime.bloodmagic.ritual.IRitualStone;
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import WayofTime.bloodmagic.teleport.TeleportQueue;
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import com.google.common.collect.ImmutableMap;
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import net.minecraft.block.Block;
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import net.minecraft.item.Item;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.World;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.common.animation.ITimeValue;
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import net.minecraftforge.common.capabilities.CapabilityManager;
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import net.minecraftforge.common.model.animation.IAnimationStateMachine;
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public class CommonProxy {
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public void preInit() {
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MinecraftForge.EVENT_BUS.register(TeleportQueue.getInstance());
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registerRenderers();
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}
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public void init() {
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CapabilityManager.INSTANCE.register(IRitualStone.Tile.class, new CapabilityRuneType.RuneTypeStorage(), new CapabilityRuneType.Factory());
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}
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public void postInit() {
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}
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public void registerRenderers() {
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}
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public Object beamCont(World worldObj, double xi, double yi, double zi, double tx, double ty, double tz, int type, int color, boolean reverse, float endmod, Object input, int impact) {
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// TODO Auto-generated method stub
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return null;
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}
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public void tryHandleBlockModel(Block block, String name) {
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// NO-OP
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}
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public void tryHandleItemModel(Item item, String name) {
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// NO-OP
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}
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public IAnimationStateMachine load(ResourceLocation location, ImmutableMap<String, ITimeValue> parameters) {
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return null;
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}
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}
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