Add back face to renderer for force arrow
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@@ -73,13 +73,23 @@ public class RenderForceArrow extends Render<EntityForceArrow> {
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GlStateManager.scale(scale, scale, scale);
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GlStateManager.scale(scale, scale, scale);
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GlStateManager.translate(-4.0F, 0.0F, 0.0F);
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GlStateManager.translate(-4.0F, 0.0F, 0.0F);
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// Front
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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buffer.pos(-5, 3.5, -3.5).tex((double)u5, (double)v5).endVertex();
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buffer.pos(-5, 3.5, -3.5).tex((double)u5, (double)v5).endVertex();
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buffer.pos(-5, 3.5, 3.5).tex((double)u6, (double)v5).endVertex();
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buffer.pos(-5, 3.5, 3.5).tex((double)u6, (double)v5).endVertex();
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buffer.pos(-5, -3.5, 3.5).tex((double)u6, (double)v6).endVertex();
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buffer.pos(-5, -3.5, 3.5).tex((double)u6, (double)v6).endVertex();
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buffer.pos(-5, -3.5, -3.5).tex((double)u5, (double)v6);
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buffer.pos(-5, -3.5, -3.5).tex((double)u5, (double)v6).endVertex();
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tessellator.draw();
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// Back
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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buffer.pos(-5, -3.5, -3.5).tex((double)u5, (double)v6).endVertex();
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buffer.pos(-5, -3.5, 3.5).tex((double)u6, (double)v6).endVertex();
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buffer.pos(-5, 3.5, 3.5).tex((double)u6, (double)v5).endVertex();
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buffer.pos(-5, 3.5, -3.5).tex((double)u5, (double)v5).endVertex();
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tessellator.draw();
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tessellator.draw();
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// Rings
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for(int i = 0; i < 5; i++){
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for(int i = 0; i < 5; i++){
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GlStateManager.color(1, 1, 1, 1 - i * 0.2f);
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GlStateManager.color(1, 1, 1, 1 - i * 0.2f);
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double j = i + ((double)arrow.ticksExisted % 3) / 3;
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double j = i + ((double)arrow.ticksExisted % 3) / 3;
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@@ -102,6 +112,7 @@ public class RenderForceArrow extends Render<EntityForceArrow> {
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GlStateManager.color(1, 1, 1, 1);
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GlStateManager.color(1, 1, 1, 1);
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// Sides
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for(int i = 0; i < 4; ++i){
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for(int i = 0; i < 4; ++i){
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GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
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GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
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GL11.glNormal3f(0.0F, 0.0F, scale);
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GL11.glNormal3f(0.0F, 0.0F, scale);
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