Initial 1.11.2 update

This commit is contained in:
Electroblob
2018-02-07 21:15:50 +00:00
parent 67f6be0671
commit 3df5597dcc
368 changed files with 17234 additions and 15082 deletions
@@ -16,11 +16,14 @@ import net.minecraft.util.ResourceLocation;
public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicLight> {
private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID, "textures/entity/light_ray.png");
private static final ResourceLocation texture2 = new ResourceLocation(Wizardry.MODID, "textures/entity/light_aura.png");
private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID,
"textures/entity/light_ray.png");
private static final ResourceLocation texture2 = new ResourceLocation(Wizardry.MODID,
"textures/entity/light_aura.png");
@Override
public void renderTileEntityAt(TileEntityMagicLight tileentity, double x, double y, double z, float f, int destroyStage){
public void renderTileEntityAt(TileEntityMagicLight tileentity, double x, double y, double z, float f,
int destroyStage){
GlStateManager.pushMatrix();
@@ -34,10 +37,13 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
GlStateManager.translate(x + 0.5, y + 0.5, z + 0.5);
if(tileentity.timer < 10){
GlStateManager.scale((float)tileentity.timer/10, (float)tileentity.timer/10, (float)tileentity.timer/10);
GlStateManager.scale((float)tileentity.timer / 10, (float)tileentity.timer / 10,
(float)tileentity.timer / 10);
}
if(tileentity.timer > tileentity.maxTimer-10){
GlStateManager.scale((float)(tileentity.maxTimer-tileentity.timer)/10, (float)(tileentity.maxTimer-tileentity.timer)/10, (float)(tileentity.maxTimer-tileentity.timer)/10);
if(tileentity.timer > tileentity.maxTimer - 10){
GlStateManager.scale((float)(tileentity.maxTimer - tileentity.timer) / 10,
(float)(tileentity.maxTimer - tileentity.timer) / 10,
(float)(tileentity.maxTimer - tileentity.timer) / 10);
}
// Renders the aura effect
@@ -51,7 +57,9 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
// This counteracts the reverse rotation behaviour when in front f5 view.
// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
float yaw = Minecraft.getMinecraft().gameSettings.thirdPersonView == 2 ? Minecraft.getMinecraft().getRenderManager().playerViewX : -Minecraft.getMinecraft().getRenderManager().playerViewX;
float yaw = Minecraft.getMinecraft().gameSettings.thirdPersonView == 2
? Minecraft.getMinecraft().getRenderManager().playerViewX
: -Minecraft.getMinecraft().getRenderManager().playerViewX;
GlStateManager.rotate(180.0F - Minecraft.getMinecraft().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
@@ -75,45 +83,41 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA);
this.bindTexture(texture);
if(tileentity.randomiser.length >= 30){
for(int j=0; j<30; j++){
for(int j = 0; j < 30; j++){
int sliceAngle = 20 + tileentity.randomiser[j];
float scale = 0.5f;
GlStateManager.pushMatrix();
GlStateManager.rotate(31*tileentity.randomiser[j], 1, 0, 0);
GlStateManager.rotate(31*tileentity.randomiser2[j], 0, 0, 1);
/*
* OK, so here are the changes to rendering as far as I know:
* Vertex formats specify how the methods are arranged
* Color has to be called for every vertex, I think.
* The new methods thing is a bit weird, because other than the number of arguments there is
* essentially no difference between pos, tex, color, normal and lightmap. At least they make
* the code more readable.
*/
GlStateManager.rotate(31 * tileentity.randomiser[j], 1, 0, 0);
GlStateManager.rotate(31 * tileentity.randomiser2[j], 0, 0, 1);
/* OK, so here are the changes to rendering as far as I know: Vertex formats specify how the methods are
* arranged Color has to be called for every vertex, I think. The new methods thing is a bit weird,
* because other than the number of arguments there is essentially no difference between pos, tex,
* color, normal and lightmap. At least they make the code more readable. */
buffer.begin(5, DefaultVertexFormats.POSITION_TEX_COLOR);
buffer.pos(0, 0, 0).tex(0, 0).color(255, 255, 255, 0).endVertex();
buffer.pos(0, 0, 0).tex(0, 1).color(255, 255, 255, 0).endVertex();
double x1 = scale*Math.sin((tileentity.timer + 40*j)*(Math.PI/180));
//double y1 = 0.7*Math.cos((timerentity.timer - 40*j)*(Math.PI/180))*j/10;
double z1 = scale*Math.cos((tileentity.timer + 40*j)*(Math.PI/180));
double x2 = scale*Math.sin((tileentity.timer + 40*j - sliceAngle)*(Math.PI/180));
//double y2 = 0.7*Math.sin((timerentity.timer - 40*j)*(Math.PI/180))*j/10;
double z2 = scale*Math.cos((tileentity.timer + 40*j - sliceAngle)*(Math.PI/180));
double x1 = scale * Math.sin((tileentity.timer + 40 * j) * (Math.PI / 180));
// double y1 = 0.7*Math.cos((timerentity.timer - 40*j)*(Math.PI/180))*j/10;
double z1 = scale * Math.cos((tileentity.timer + 40 * j) * (Math.PI / 180));
double x2 = scale * Math.sin((tileentity.timer + 40 * j - sliceAngle) * (Math.PI / 180));
// double y2 = 0.7*Math.sin((timerentity.timer - 40*j)*(Math.PI/180))*j/10;
double z2 = scale * Math.cos((tileentity.timer + 40 * j - sliceAngle) * (Math.PI / 180));
buffer.pos(x1, 0, z1).tex(1, 0).color(0, 0, 0, 255).endVertex();
buffer.pos(x2, 0, z2).tex(1, 1).color(0, 0, 0, 255).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
}
}