Cleanup
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@@ -12,7 +12,6 @@ import net.minecraftforge.fml.relauncher.SideOnly;
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class GuiButtonApply extends GuiButton {
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public GuiButtonApply(int id, int x, int y){
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super(id, x, y, 32, 16, I18n.format("container." + Wizardry.MODID + ":arcane_workbench.apply"));
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}
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@@ -20,8 +19,7 @@ class GuiButtonApply extends GuiButton {
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public void drawButton(Minecraft minecraft, int mouseX, int mouseY, float partialTicks){
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// Whether the button is highlighted
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this.hovered = mouseX >= this.x && mouseY >= this.y && mouseX < this.x + this.width
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&& mouseY < this.y + this.height;
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this.hovered = mouseX >= this.x && mouseY >= this.y && mouseX < this.x + this.width && mouseY < this.y + this.height;
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int k = 36;
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int l = 220;
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@@ -46,15 +46,11 @@ public class GuiWizardHandbook extends GuiScreen {
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// I think this is actually ever-so-slightly lighter than pure black, but the difference is unnoticeable.
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private static final int BLACK = 1;
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public static final ResourceLocation regularHandbook = new ResourceLocation(Wizardry.MODID,
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"textures/gui/handbook.png");
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public static final ResourceLocation regularHandbook = new ResourceLocation(Wizardry.MODID, "textures/gui/handbook.png");
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public static final ResourceLocation ore = new ResourceLocation(Wizardry.MODID, "textures/gui/ore_picture.png");
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public static final ResourceLocation crystal = new ResourceLocation(Wizardry.MODID,
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"textures/items/magic_crystal.png");
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public static final ResourceLocation workbenchGui = new ResourceLocation(Wizardry.MODID,
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"textures/gui/arcane_workbench.png");
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public static final ResourceLocation craftingGrids = new ResourceLocation(Wizardry.MODID,
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"textures/gui/handbook_recipes.png");
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public static final ResourceLocation crystal = new ResourceLocation(Wizardry.MODID, "textures/items/magic_crystal.png");
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public static final ResourceLocation workbenchGui = new ResourceLocation(Wizardry.MODID, "textures/gui/arcane_workbench.png");
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public static final ResourceLocation craftingGrids = new ResourceLocation(Wizardry.MODID, "textures/gui/handbook_recipes.png");
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private List<ArrayList<String>> text;
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private List<Section> sections;
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@@ -18,15 +18,12 @@ import net.minecraft.util.ResourceLocation;
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public class RenderArcaneWorkbench extends TileEntitySpecialRenderer<TileEntityArcaneWorkbench> {
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private static final ResourceLocation runeTexture = new ResourceLocation(Wizardry.MODID,
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"textures/entity/rune.png");
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private static final ResourceLocation runeTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/rune.png");
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public RenderArcaneWorkbench(){
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}
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public RenderArcaneWorkbench(){}
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@Override
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public void render(TileEntityArcaneWorkbench tileentity, double x, double y, double z,
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float partialTicks, int destroyStage, float alpha){
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public void render(TileEntityArcaneWorkbench tileentity, double x, double y, double z, float partialTicks, int destroyStage, float alpha){
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GlStateManager.pushMatrix();
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// This line makes stuff render in the same place relative to the world wherever the player is.
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@@ -54,8 +51,7 @@ public class RenderArcaneWorkbench extends TileEntitySpecialRenderer<TileEntityA
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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GlStateManager.enableBlend();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird
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// brightness bug.
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird brightness bug.
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GlStateManager.rotate(tileentity.timer, 0.0f, 1.0f, 0.0f);
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GlStateManager.translate(0.0f, 0.65f, 0.0f);
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Tessellator tessellator = Tessellator.getInstance();
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@@ -122,16 +122,8 @@ public final class WizardryRegistry {
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* random stack size, and that's before you take functions into account.
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*
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* ...oh, and entries can be entire loot tables in themselves, allowing for potentially infinite levels of
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* randomness. Yeah.
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*
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* Translating to the new system: ChestGenHooks.SOME_NAME -> loot table json file ??? -> loot pool (I don't
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* think it was split up like this before) ChestGenHooks.addItem() -> entry in a loot pool Stack sizes in
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* WeightedRandomChestContent -> set_count function for entries Weight in WeightedRandomChestContent -> weight
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* of entries Custom WeightedRandomChestContent implementations -> custom loot functions, but only for
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* complex/dynamic stuff - things that serve to allow the chance for a category of items (like armour) to be
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* specified but still have a random chance for which exact item you get should be done with nested loot
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* tables. */
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* randomness. Yeah. */
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// Always registers the loot tables, but only injects the additions into vanilla if the appropriate option is
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// enabled in the config (see WizardryEventHandler).
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LootFunctionManager.registerFunction(new RandomSpell.Serializer());
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