Changed access to use this qualifier
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@@ -40,22 +40,22 @@ public class SpatialSkyRender extends IRenderHandler
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private final int dspList;
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public SpatialSkyRender() {
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dspList = GLAllocation.generateDisplayLists( 1 );
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this.dspList = GLAllocation.generateDisplayLists( 1 );
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}
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@Override
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public void render(float partialTicks, WorldClient world, Minecraft mc)
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{
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long now = System.currentTimeMillis();
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if ( now - cycle > 2000 )
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if ( now - this.cycle > 2000 )
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{
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cycle = now;
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GL11.glNewList( dspList, GL11.GL_COMPILE );
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renderTwinkles();
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this.cycle = now;
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GL11.glNewList( this.dspList, GL11.GL_COMPILE );
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this.renderTwinkles();
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GL11.glEndList();
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}
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float fade = now - cycle;
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float fade = now - this.cycle;
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fade /= 1000;
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fade = 0.15f * (1.0f - Math.abs( (fade - 1.0f) * (fade - 1.0f) ));
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@@ -124,7 +124,7 @@ public class SpatialSkyRender extends IRenderHandler
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GL11.glDepthMask( false );
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GL11.glColor4f( fade, fade, fade, 1.0f );
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GL11.glCallList( dspList );
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GL11.glCallList( this.dspList );
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}
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GL11.glPopAttrib();
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@@ -139,10 +139,10 @@ public class SpatialSkyRender extends IRenderHandler
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for (int i = 0; i < 50; ++i)
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{
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double iX = random.nextFloat() * 2.0F - 1.0F;
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double iY = random.nextFloat() * 2.0F - 1.0F;
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double iZ = random.nextFloat() * 2.0F - 1.0F;
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double d3 = 0.05F + random.nextFloat() * 0.1F;
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double iX = this.random.nextFloat() * 2.0F - 1.0F;
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double iY = this.random.nextFloat() * 2.0F - 1.0F;
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double iZ = this.random.nextFloat() * 2.0F - 1.0F;
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double d3 = 0.05F + this.random.nextFloat() * 0.1F;
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double dist = iX * iX + iY * iY + iZ * iZ;
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if ( dist < 1.0D && dist > 0.01D )
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@@ -160,7 +160,7 @@ public class SpatialSkyRender extends IRenderHandler
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double d11 = Math.atan2( Math.sqrt( iX * iX + iZ * iZ ), iY );
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double d12 = Math.sin( d11 );
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double d13 = Math.cos( d11 );
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double d14 = random.nextDouble() * Math.PI * 2.0D;
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double d14 = this.random.nextDouble() * Math.PI * 2.0D;
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double d15 = Math.sin( d14 );
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double d16 = Math.cos( d14 );
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