Paint balls now color entities their color when they get hit for 30 or so seconds ( mostly works ).
Paint balls now color sheep. The Color Applicator can now accept snow balls. Snowballs can be used to clean paint balls, and to clean cables ( restore fluix ) Tweaks to Color API.
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@@ -27,11 +27,13 @@ import net.minecraftforge.client.ForgeHooksClient;
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import net.minecraftforge.client.IItemRenderer;
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import net.minecraftforge.client.MinecraftForgeClient;
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import net.minecraftforge.client.event.MouseEvent;
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import net.minecraftforge.client.event.RenderLivingEvent;
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import net.minecraftforge.client.event.TextureStitchEvent;
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import net.minecraftforge.common.MinecraftForge;
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import org.lwjgl.opengl.GL11;
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import appeng.api.util.AEColor;
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import appeng.block.AEBaseBlock;
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import appeng.client.render.BaseBlockRender;
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import appeng.client.render.TESRWrapper;
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@@ -56,6 +58,8 @@ import appeng.entity.EntityTinyTNTPrimed;
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import appeng.entity.RenderFloatingItem;
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import appeng.entity.RenderTinyTNTPrimed;
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import appeng.helpers.IMouseWheelItem;
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import appeng.hooks.TickHandler;
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import appeng.hooks.TickHandler.PlayerColor;
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import appeng.server.ServerHelper;
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import appeng.util.Platform;
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import cpw.mods.fml.client.registry.ClientRegistry;
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@@ -68,6 +72,21 @@ public class ClientHelper extends ServerHelper
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private static RenderItem itemRenderer = new RenderItem();
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private static RenderBlocks blockRenderer = new RenderBlocks();
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@SubscribeEvent
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public void postPlayerRender(RenderLivingEvent.Pre p)
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{
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PlayerColor player = TickHandler.instance.getPlayerColors().get( p.entity.getEntityId() );
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if ( player != null )
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{
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AEColor col = player.myColor;
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float r = (float) (0xff & (col.mediumVariant >> 16));
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float g = (float) (0xff & (col.mediumVariant >> 8));
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float b = (float) (0xff & (col.mediumVariant));
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GL11.glColor3f( r / 255.0f, g / 255.0f, b / 255.0f );
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}
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}
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@Override
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public void doRenderItem(ItemStack itemstack, World w)
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{
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