Fix dust textures (1px offset vs. vanilla) and updated gold dust texture to better match vanilla color scheme.
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@@ -1,102 +0,0 @@
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.items.misc;
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import com.google.common.collect.ImmutableList;
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import net.minecraft.client.renderer.model.ModelResourceLocation;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import appeng.bootstrap.IItemRendering;
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import appeng.bootstrap.ItemRenderingCustomizer;
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public class ItemCrystalSeedRendering extends ItemRenderingCustomizer
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{
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private static final ModelResourceLocation[] MODELS_CERTUS = {
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_certus" ),
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_certus2" ),
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_certus3" )
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};
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private static final ModelResourceLocation[] MODELS_FLUIX = {
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_fluix" ),
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_fluix2" ),
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_fluix3" )
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};
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private static final ModelResourceLocation[] MODELS_NETHER = {
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_nether" ),
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_nether2" ),
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new ModelResourceLocation( "appliedenergistics2:crystal_seed_nether3" )
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};
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@Override
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@OnlyIn( Dist.CLIENT )
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public void customize( IItemRendering rendering )
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{
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rendering.variants( ImmutableList.<ResourceLocation>builder().add( MODELS_CERTUS ).add( MODELS_FLUIX ).add( MODELS_NETHER ).build() );
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// FIXME rendering.meshDefinition( this.getItemMeshDefinition() );
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}
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// FIXME private ItemMeshDefinition getItemMeshDefinition()
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// FIXME {
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// FIXME return is ->
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// FIXME {
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// FIXME int damage = ItemCrystalSeed.getProgress( is );
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// FIXME
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// FIXME // Split the damage value into crystal type and growth level
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// FIXME int type = damage / ItemCrystalSeed.SINGLE_OFFSET;
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// FIXME int level = ( damage % ItemCrystalSeed.SINGLE_OFFSET ) / ItemCrystalSeed.LEVEL_OFFSET;
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// FIXME
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// FIXME // Determine which list of models to use based on the type of crystal
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// FIXME ModelResourceLocation[] models;
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// FIXME switch( type )
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// FIXME {
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// FIXME case 0:
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// FIXME models = MODELS_CERTUS;
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// FIXME break;
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// FIXME case 1:
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// FIXME models = MODELS_NETHER;
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// FIXME break;
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// FIXME case 2:
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// FIXME models = MODELS_FLUIX;
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// FIXME break;
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// FIXME default:
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// FIXME // We use this as the fallback for broken items
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// FIXME models = MODELS_CERTUS;
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// FIXME break;
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// FIXME }
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// FIXME
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// FIXME // Return one of the 3 models based on the level
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// FIXME if( level < 0 )
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// FIXME {
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// FIXME level = 0;
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// FIXME }
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// FIXME else if( level >= models.length )
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// FIXME {
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// FIXME level = models.length - 1;
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// FIXME }
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// FIXME
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// FIXME return models[level];
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// FIXME };
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// FIXME }
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}
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