Third update pass (3/?)

Last (?) update pass. AE2 can be launched and used (?) in game.

Rendering system changed again and again - rendering is NOT working, to
be rewritten and CAN be done a lot simpler.
This commit is contained in:
elix-x
2016-06-21 16:36:15 +02:00
parent 05aa6972c4
commit 8acee98b8f
20 changed files with 146 additions and 100 deletions
+1 -20
View File
@@ -35,7 +35,6 @@ import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.color.IBlockColor;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.resources.IResource;
import net.minecraft.creativetab.CreativeTabs;
@@ -62,7 +61,6 @@ import appeng.api.util.AEPartLocation;
import appeng.api.util.IAESprite;
import appeng.api.util.IOrientable;
import appeng.api.util.IOrientableBlock;
import appeng.block.AEBaseBlock.AEBaseBlockColor;
import appeng.client.render.BaseBlockRender;
import appeng.client.render.BlockRenderInfo;
import appeng.client.texture.BaseIcon;
@@ -94,7 +92,7 @@ public abstract class AEBaseBlock extends Block implements IAEFeature
private BlockRenderInfo renderInfo;
private String textureName;
protected AxisAlignedBB boundingBox;
protected AxisAlignedBB boundingBox = FULL_BLOCK_AABB;
@Override
public boolean isVisuallyOpaque()
@@ -109,11 +107,6 @@ public abstract class AEBaseBlock extends Block implements IAEFeature
this.setLightLevel( 0 );
this.setHardness( 2.2F );
this.setHarvestLevel( "pickaxe", 0 );
if( Platform.isClient() )
{
Minecraft.getMinecraft().getBlockColors().registerBlockColorHandler( new AEBaseBlockColor(), this );
}
}
protected AEBaseBlock( final Material mat, final Optional<String> subName )
@@ -719,16 +712,4 @@ public abstract class AEBaseBlock extends Block implements IAEFeature
{
this.hasSubtypes = hasSubtypes;
}
@SideOnly( Side.CLIENT )
public class AEBaseBlockColor implements IBlockColor
{
@Override
public int colorMultiplier( IBlockState state, IBlockAccess worldIn, BlockPos pos, int tintIndex )
{
return tintIndex;
}
}
}