
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.
38 lines
1.7 KiB
Java
38 lines
1.7 KiB
Java
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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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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@Override
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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.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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//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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}
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@Override
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protected ResourceLocation getEntityTexture(Entity entity)
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{
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// TODO Auto-generated method stub
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return field_110833_a;
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}
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}
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