Add sounds to zombie apocalypse spell, plus misc tweaks
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@@ -20,7 +20,7 @@ public class RenderZombieSpawner extends Render<EntityZombieSpawner> {
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private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/zombie_spawner.png");
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private static final Vec3d[] HIDDEN_BOX = WizardryUtilities.getVertices(new AxisAlignedBB(-1, 0, -1, 1, 2.1, 1));
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private static final Vec3d[] HIDDEN_BOX = WizardryUtilities.getVertices(new AxisAlignedBB(-1, 0, -1, 1, 2.5, 1));
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public RenderZombieSpawner(RenderManager renderManager){
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super(renderManager);
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@@ -49,19 +49,22 @@ public class RenderZombieSpawner extends Render<EntityZombieSpawner> {
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s = (float)Math.pow(s, 0.4); // Smooths the animation
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GlStateManager.scale(s, s, s);
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GlStateManager.rotate(age, 0, 1, 0);
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GlStateManager.rotate(age * 2, 0, 1, 0);
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this.bindTexture(TEXTURE);
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Vec3d[] vertices = WizardryUtilities.getVertices(entity.getEntityBoundingBox().offset(entity.getPositionVector().scale(-1)));
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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drawFace(buffer, vertices[0], vertices[1], vertices[3], vertices[2], 0, 0, 1, 1); // Top
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drawFace(buffer, vertices[1], vertices[0], vertices[2], vertices[3], 0, 0, 1, 1); // Bottom
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drawFace(buffer, vertices[0], vertices[1], vertices[3], vertices[2], 0, 0, 1, 1); // Bottom
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tessellator.draw();
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GlStateManager.disableDepth(); // Disable depth for the top face
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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drawFace(buffer, vertices[1], vertices[0], vertices[2], vertices[3], 0, 0, 1, 1); // Top
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tessellator.draw();
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GlStateManager.enableDepth();
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GlStateManager.popMatrix();
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// Hidden box
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