
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.
40 lines
1.6 KiB
Java
40 lines
1.6 KiB
Java
package WayofTime.alchemicalWizardry.common.renderer.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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@SideOnly(Side.CLIENT)
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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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// 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.func_110776_a(this.func_110775_a(entityShot));
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// Tessellator var12 = Tessellator.instance;
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// GL11.glRotatef(180.0F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
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// GL11.glRotatef(-renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
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// var12.startDrawingQuads();
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// var12.setNormal(0.0F, 1.0F, 0.0F);
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// var12.addVertexWithUV(-0.5F, -0.25F, 0.0D, 0, 1);
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// var12.addVertexWithUV(0.5F, -0.25F, 0.0D, 1, 1);
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// var12.addVertexWithUV(0.5F, 0.75F, 0.0D, 1, 0);
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// var12.addVertexWithUV(-0.5F, 0.75F, 0.0D, 0, 0);
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// var12.draw();
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// GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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// GL11.glPopMatrix();
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// }
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//
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// @Override
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// public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
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// {
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// this.doRenderProjectile((FireProjectile)par1Entity, par2, par4, par6, par8, par9);
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// }
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//
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// @Override
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// protected ResourceLocation func_110775_a(Entity entity)
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// {
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// return new ResourceLocation("alchemicalwizardry:/textures/entities/fireProjectile.png");
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// }
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}
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