Add radiant totem spell
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@@ -245,24 +245,4 @@ public class RenderContainmentField {
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buffer.pos(x, y, z).tex(u, v).color(1, 1, 1, f * alpha).endVertex();
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}
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// Useful to keep this mapping in case I ever want to draw cubes again
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// Vec3d[] vertices = WizardryUtilities.getVertices(entity.getEntityBoundingBox().offset(entity.getPositionVector().scale(-1)));
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//
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// // Outside
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// drawFace(tessellator, vertices[0], vertices[1], vertices[3], vertices[2], u1, v1, u2, v2); // Bottom
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// drawFace(tessellator, vertices[6], vertices[7], vertices[2], vertices[3], u1, v1, u2, v2); // South
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// drawFace(tessellator, vertices[5], vertices[6], vertices[1], vertices[2], u1, v1, u2, v2); // East
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// drawFace(tessellator, vertices[4], vertices[5], vertices[0], vertices[1], u1, v1, u2, v2); // North
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// drawFace(tessellator, vertices[7], vertices[4], vertices[3], vertices[0], u1, v1, u2, v2); // West
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// drawFace(tessellator, vertices[5], vertices[4], vertices[6], vertices[7], u1, v1, u2, v2); // Top
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//
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// // Inside
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// drawFace(tessellator, vertices[1], vertices[0], vertices[2], vertices[3], u1, v1, u2, v2); // Bottom
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// drawFace(tessellator, vertices[7], vertices[6], vertices[3], vertices[2], u1, v1, u2, v2); // South
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// drawFace(tessellator, vertices[6], vertices[5], vertices[2], vertices[1], u1, v1, u2, v2); // East
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// drawFace(tessellator, vertices[5], vertices[4], vertices[1], vertices[0], u1, v1, u2, v2); // North
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// drawFace(tessellator, vertices[4], vertices[7], vertices[0], vertices[3], u1, v1, u2, v2); // West
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// drawFace(tessellator, vertices[4], vertices[5], vertices[7], vertices[6], u1, v1, u2, v2); // Top
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}
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