Add donor perks and tweak generalise rendering of healing totem

This commit is contained in:
Electroblob77
2020-07-19 15:56:07 +01:00
parent a831c2ada3
commit 3343385a7c
28 changed files with 490 additions and 3 deletions
@@ -20,11 +20,11 @@ import javax.annotation.Nullable;
public class RenderRadiantTotem extends Render<EntityRadiantTotem> {
private static final ResourceLocation FLARE_TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/radiant_totem/flare.png");
private static final ResourceLocation FLARE_TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/flare.png");
private static final ResourceLocation[] CUBE_TEXTURES = new ResourceLocation[14];
static {
for(int i = 0; i< CUBE_TEXTURES.length; i++) CUBE_TEXTURES[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/radiant_totem/cube_" + i + ".png");
for(int i = 0; i< CUBE_TEXTURES.length; i++) CUBE_TEXTURES[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/cube_" + i + ".png");
}
public RenderRadiantTotem(RenderManager manager){
@@ -72,6 +72,9 @@ public class RenderRadiantTotem extends Render<EntityRadiantTotem> {
GlStateManager.pushMatrix();
// Makes the colour add to the colour of the texture pixels, rather than the default multiplying
GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_ADD);
GlStateManager.color(1, 0.957f, 0.608f);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
bindTexture(FLARE_TEXTURE);
@@ -95,6 +98,9 @@ public class RenderRadiantTotem extends Render<EntityRadiantTotem> {
tessellator.draw();
// Reverses the colour addition change
GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
GlStateManager.color(1, 1, 1, 1);
GlStateManager.popMatrix();
}