Fixes #2419: Particle Textures are required, or the block damage model will crash. Also fixed an issue with textures not being propagated for UVL quads.
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@@ -35,6 +35,7 @@ import net.minecraftforge.client.model.ModelLoaderRegistry;
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import net.minecraftforge.common.model.IModelState;
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import net.minecraftforge.common.model.TRSRTransformation;
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import appeng.api.util.AEColor;
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import appeng.core.AELog;
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import appeng.core.features.registries.PartModels;
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@@ -71,13 +72,15 @@ public class CableBusModel implements IModel
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@Override
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public IBakedModel bake( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
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{
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Map<ResourceLocation, IBakedModel> partModels = loadPartModels( state, format, bakedTextureGetter );
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CableBuilder cableBuilder = new CableBuilder( format, bakedTextureGetter );
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FacadeBuilder facadeBuilder = new FacadeBuilder( format, bakedTextureGetter );
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return new CableBusBakedModel( cableBuilder, facadeBuilder, partModels );
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// This should normally not be used, but we *have* to provide a particle texture or otherwise damage models will crash
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TextureAtlasSprite particleTexture = cableBuilder.getCoreTexture( CableCoreType.GLASS, AEColor.TRANSPARENT );
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return new CableBusBakedModel( cableBuilder, facadeBuilder, partModels, particleTexture );
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}
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private Map<ResourceLocation, IBakedModel> loadPartModels( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
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