Temporary (?) hacky fix to display the craftable items

This is kind of a hackjob IMO but it saves me the trouble of possibly rewriting large portions of either the AE codebase or ASM'ing the vanilla classes.
This commit is contained in:
Gunther De Wachter
2017-06-25 18:01:30 +02:00
parent c74aaddbd3
commit 370fc49357
6 changed files with 47 additions and 4 deletions
@@ -453,7 +453,7 @@ public abstract class AEBaseGui extends GuiContainer
action = ( mouseButton == 1 ) ? InventoryAction.SPLIT_OR_PLACE_SINGLE : InventoryAction.PICKUP_OR_SET_DOWN;
stack = ( (SlotME) slot ).getAEStack();
if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getStackSize() == 0 && player.inventory.getItemStack() == null )
if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getShowCraftingLabel())
{
action = InventoryAction.AUTO_CRAFT;
}
@@ -53,7 +53,7 @@ public class StackSizeRenderer
final boolean unicodeFlag = fontRenderer.getUnicodeFlag();
fontRenderer.setUnicodeFlag( false );
if( is.getCount() == 0 )
if( aeStack.getShowCraftingLabel() )
{
final String craftLabelText = AEConfig.instance().useTerminalUseLargeFont() ? GuiText.LargeFontCraft.getLocal() : GuiText.SmallFontCraft.getLocal();
GlStateManager.disableLighting();
@@ -71,7 +71,7 @@ public class StackSizeRenderer
}
final long amount = aeStack != null ? aeStack.getStackSize() : is.getCount();
if( amount != 0 )
if( amount != 0 && !aeStack.getShowCraftingLabel() )
{
final String stackSize = this.getToBeRenderedStackSize( amount );