This commit is contained in:
Electroblob
2018-04-07 22:50:08 +01:00
parent b96526b284
commit 7e7ccbfda1
4 changed files with 11 additions and 29 deletions
@@ -12,7 +12,6 @@ import net.minecraftforge.fml.relauncher.SideOnly;
class GuiButtonApply extends GuiButton {
public GuiButtonApply(int id, int x, int y){
super(id, x, y, 32, 16, I18n.format("container." + Wizardry.MODID + ":arcane_workbench.apply"));
}
@@ -20,8 +19,7 @@ class GuiButtonApply extends GuiButton {
public void drawButton(Minecraft minecraft, int mouseX, int mouseY, float partialTicks){
// Whether the button is highlighted
this.hovered = mouseX >= this.x && mouseY >= this.y && mouseX < this.x + this.width
&& mouseY < this.y + this.height;
this.hovered = mouseX >= this.x && mouseY >= this.y && mouseX < this.x + this.width && mouseY < this.y + this.height;
int k = 36;
int l = 220;
@@ -46,15 +46,11 @@ public class GuiWizardHandbook extends GuiScreen {
// I think this is actually ever-so-slightly lighter than pure black, but the difference is unnoticeable.
private static final int BLACK = 1;
public static final ResourceLocation regularHandbook = new ResourceLocation(Wizardry.MODID,
"textures/gui/handbook.png");
public static final ResourceLocation regularHandbook = new ResourceLocation(Wizardry.MODID, "textures/gui/handbook.png");
public static final ResourceLocation ore = new ResourceLocation(Wizardry.MODID, "textures/gui/ore_picture.png");
public static final ResourceLocation crystal = new ResourceLocation(Wizardry.MODID,
"textures/items/magic_crystal.png");
public static final ResourceLocation workbenchGui = new ResourceLocation(Wizardry.MODID,
"textures/gui/arcane_workbench.png");
public static final ResourceLocation craftingGrids = new ResourceLocation(Wizardry.MODID,
"textures/gui/handbook_recipes.png");
public static final ResourceLocation crystal = new ResourceLocation(Wizardry.MODID, "textures/items/magic_crystal.png");
public static final ResourceLocation workbenchGui = new ResourceLocation(Wizardry.MODID, "textures/gui/arcane_workbench.png");
public static final ResourceLocation craftingGrids = new ResourceLocation(Wizardry.MODID, "textures/gui/handbook_recipes.png");
private List<ArrayList<String>> text;
private List<Section> sections;
@@ -18,15 +18,12 @@ import net.minecraft.util.ResourceLocation;
public class RenderArcaneWorkbench extends TileEntitySpecialRenderer<TileEntityArcaneWorkbench> {
private static final ResourceLocation runeTexture = new ResourceLocation(Wizardry.MODID,
"textures/entity/rune.png");
private static final ResourceLocation runeTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/rune.png");
public RenderArcaneWorkbench(){
}
public RenderArcaneWorkbench(){}
@Override
public void render(TileEntityArcaneWorkbench tileentity, double x, double y, double z,
float partialTicks, int destroyStage, float alpha){
public void render(TileEntityArcaneWorkbench tileentity, double x, double y, double z, float partialTicks, int destroyStage, float alpha){
GlStateManager.pushMatrix();
// This line makes stuff render in the same place relative to the world wherever the player is.
@@ -54,8 +51,7 @@ public class RenderArcaneWorkbench extends TileEntitySpecialRenderer<TileEntityA
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird
// brightness bug.
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird brightness bug.
GlStateManager.rotate(tileentity.timer, 0.0f, 1.0f, 0.0f);
GlStateManager.translate(0.0f, 0.65f, 0.0f);
Tessellator tessellator = Tessellator.getInstance();
@@ -122,16 +122,8 @@ public final class WizardryRegistry {
* random stack size, and that's before you take functions into account.
*
* ...oh, and entries can be entire loot tables in themselves, allowing for potentially infinite levels of
* randomness. Yeah.
*
* Translating to the new system: ChestGenHooks.SOME_NAME -> loot table json file ??? -> loot pool (I don't
* think it was split up like this before) ChestGenHooks.addItem() -> entry in a loot pool Stack sizes in
* WeightedRandomChestContent -> set_count function for entries Weight in WeightedRandomChestContent -> weight
* of entries Custom WeightedRandomChestContent implementations -> custom loot functions, but only for
* complex/dynamic stuff - things that serve to allow the chance for a category of items (like armour) to be
* specified but still have a random chance for which exact item you get should be done with nested loot
* tables. */
* randomness. Yeah. */
// Always registers the loot tables, but only injects the additions into vanilla if the appropriate option is
// enabled in the config (see WizardryEventHandler).
LootFunctionManager.registerFunction(new RandomSpell.Serializer());