Update Terminal RenderItem to use new durability bar.

This commit is contained in:
AlgorithmX2
2014-08-01 23:35:36 -05:00
parent e2337a1226
commit 8672e97bd3
+10 -7
View File
@@ -45,20 +45,23 @@ public class AppEngRenderItem extends RenderItem
boolean unicodeFlag = par1FontRenderer.getUnicodeFlag(); boolean unicodeFlag = par1FontRenderer.getUnicodeFlag();
par1FontRenderer.setUnicodeFlag( false ); par1FontRenderer.setUnicodeFlag( false );
if ( is.isItemDamaged() ) if ( is.getItem().showDurabilityBar( is ) )
{ {
int k = (int) Math.round( 13.0D - is.getItemDamageForDisplay() * 13.0D / is.getMaxDamage() ); double health = is.getItem().getDurabilityForDisplay( is );
int l = (int) Math.round( 255.0D - is.getItemDamageForDisplay() * 255.0D / is.getMaxDamage() ); int j1 = (int) Math.round( 13.0D - health * 13.0D );
int k = (int) Math.round( 255.0D - health * 255.0D );
GL11.glDisable( GL11.GL_LIGHTING ); GL11.glDisable( GL11.GL_LIGHTING );
GL11.glDisable( GL11.GL_DEPTH_TEST ); GL11.glDisable( GL11.GL_DEPTH_TEST );
GL11.glDisable( GL11.GL_TEXTURE_2D ); GL11.glDisable( GL11.GL_TEXTURE_2D );
GL11.glDisable( GL11.GL_ALPHA_TEST );
GL11.glDisable( GL11.GL_BLEND ); GL11.glDisable( GL11.GL_BLEND );
Tessellator tessellator = Tessellator.instance; Tessellator tessellator = Tessellator.instance;
int i1 = 255 - l << 16 | l << 8; int l = 255 - k << 16 | k << 8;
int j1 = (255 - l) / 4 << 16 | 16128; int i1 = (255 - k) / 4 << 16 | 16128;
this.renderQuad( tessellator, par4 + 2, par5 + 13, 13, 2, 0 ); this.renderQuad( tessellator, par4 + 2, par5 + 13, 13, 2, 0 );
this.renderQuad( tessellator, par4 + 2, par5 + 13, 12, 1, j1 ); this.renderQuad( tessellator, par4 + 2, par5 + 13, 12, 1, i1 );
this.renderQuad( tessellator, par4 + 2, par5 + 13, k, 1, i1 ); this.renderQuad( tessellator, par4 + 2, par5 + 13, j1, 1, l );
GL11.glEnable( GL11.GL_ALPHA_TEST );
GL11.glEnable( GL11.GL_TEXTURE_2D ); GL11.glEnable( GL11.GL_TEXTURE_2D );
GL11.glEnable( GL11.GL_LIGHTING ); GL11.glEnable( GL11.GL_LIGHTING );
GL11.glEnable( GL11.GL_DEPTH_TEST ); GL11.glEnable( GL11.GL_DEPTH_TEST );