Effects should not collide with anything
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@@ -18,6 +18,7 @@
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package appeng.client.render.effects;
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import net.minecraft.client.particle.EntityBreakingFX;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.item.Item;
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@@ -31,7 +32,8 @@ import cpw.mods.fml.relauncher.SideOnly;
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import appeng.client.texture.ExtraBlockTextures;
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@SideOnly(Side.CLIENT)
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@SideOnly( Side.CLIENT )
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public class EnergyFx extends EntityBreakingFX
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{
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@@ -47,7 +49,8 @@ public class EnergyFx extends EntityBreakingFX
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return 1;
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}
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public EnergyFx(World par1World, double par2, double par4, double par6, Item par8Item) {
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public EnergyFx( World par1World, double par2, double par4, double par6, Item par8Item )
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{
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super( par1World, par2, par4, par6, par8Item );
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this.particleGravity = 0;
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this.particleBlue = 255;
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@@ -60,9 +63,11 @@ public class EnergyFx extends EntityBreakingFX
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this.startBlkX = MathHelper.floor_double( this.posX );
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this.startBlkY = MathHelper.floor_double( this.posY );
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this.startBlkZ = MathHelper.floor_double( this.posZ );
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this.noClip = true;
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}
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public void fromItem(ForgeDirection d)
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public void fromItem( ForgeDirection d )
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{
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this.posX += 0.2 * d.offsetX;
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this.posY += 0.2 * d.offsetY;
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@@ -79,7 +84,7 @@ public class EnergyFx extends EntityBreakingFX
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}
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@Override
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public void renderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7)
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public void renderParticle( Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7 )
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{
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float f6 = this.particleTextureIndex.getMinU();
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float f7 = this.particleTextureIndex.getMaxU();
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@@ -87,9 +92,9 @@ public class EnergyFx extends EntityBreakingFX
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float f9 = this.particleTextureIndex.getMaxV();
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float f10 = 0.1F * this.particleScale;
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float f11 = (float) (this.prevPosX + (this.posX - this.prevPosX) * par2 - interpPosX);
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float f12 = (float) (this.prevPosY + (this.posY - this.prevPosY) * par2 - interpPosY);
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float f13 = (float) (this.prevPosZ + (this.posZ - this.prevPosZ) * par2 - interpPosZ);
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float f11 = ( float ) ( this.prevPosX + ( this.posX - this.prevPosX ) * par2 - interpPosX );
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float f12 = ( float ) ( this.prevPosY + ( this.posY - this.prevPosY ) * par2 - interpPosY );
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float f13 = ( float ) ( this.prevPosZ + ( this.posZ - this.prevPosZ ) * par2 - interpPosZ );
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float f14 = 1.0F;
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int blkX = MathHelper.floor_double( this.posX );
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