fix: Fixed the opacity of conjured arrows
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@@ -2,11 +2,13 @@ package electroblob.wizardry.client.renderer.entity;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.entity.projectile.EntityConjuredArrow;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.entity.RenderArrow;
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import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import org.lwjgl.opengl.GL11;
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@SideOnly(Side.CLIENT)
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public class RenderConjuredArrow extends RenderArrow<EntityConjuredArrow> {
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@@ -22,4 +24,14 @@ public class RenderConjuredArrow extends RenderArrow<EntityConjuredArrow> {
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protected ResourceLocation getEntityTexture(EntityConjuredArrow entity) {
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return CONJURED_ARROW_TEXTURE;
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}
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@Override
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public void doRender(EntityConjuredArrow entity, double x, double y, double z, float entityYaw, float partialTicks) {
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GlStateManager.pushMatrix();
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GlStateManager.enableBlend();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GlStateManager.color(1, 1, 1, 0.4f);
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super.doRender(entity, x, y, z, entityYaw, partialTicks);
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GlStateManager.popMatrix();
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}
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}
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