Mooore smoooooth animations
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@@ -3,6 +3,7 @@ package electroblob.wizardry.client.renderer.entity;
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import electroblob.wizardry.entity.construct.EntityHealAura;
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import electroblob.wizardry.entity.construct.EntityMagicConstruct;
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import electroblob.wizardry.util.AllyDesignationSystem;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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@@ -18,7 +19,7 @@ import org.lwjgl.opengl.GL11;
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public class RenderSigil extends Render<EntityMagicConstruct> {
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private final ResourceLocation texture;
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private float scale = 1.0f;
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private float scale;
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private boolean invisibleToEnemies;
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public RenderSigil(RenderManager renderManager, ResourceLocation texture, float scale, boolean invisibleToEnemies){
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@@ -29,7 +30,7 @@ public class RenderSigil extends Render<EntityMagicConstruct> {
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}
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@Override
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public void doRender(EntityMagicConstruct entity, double par2, double par4, double par6, float par8, float par9){
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public void doRender(EntityMagicConstruct entity, double x, double y, double z, float entityYaw, float partialTicks){
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// Makes the sigil invisible to enemies of the player that created it
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if(this.invisibleToEnemies){
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@@ -48,7 +49,7 @@ public class RenderSigil extends Render<EntityMagicConstruct> {
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float yOffset = 0;
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GlStateManager.translate((float)par2, (float)par4 + yOffset, (float)par6);
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GlStateManager.translate((float)x, (float)y + yOffset, (float)z);
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this.bindTexture(texture);
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float f6 = 1.0F;
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@@ -60,17 +61,17 @@ public class RenderSigil extends Render<EntityMagicConstruct> {
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// Healing aura rotates slowly
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if(entity instanceof EntityHealAura) GlStateManager.rotate(entity.ticksExisted / 3.0f, 0, 0, 1);
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GlStateManager.scale(scale, scale, scale);
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float s = WizardryUtilities.smoothScaleFactor(entity.lifetime, entity.ticksExisted, partialTicks, 10, 10);
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GlStateManager.scale(scale * s, scale * s, scale * s);
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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// tessellator.setColorRGBA_I(k1, 128);
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// buffer.normal(0.0F, 1.0F, 0.0F);
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buffer.pos((double)(0.0F - f7), (double)(0.0F - f8), 0.01).tex(0, 1).endVertex();
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buffer.pos((double)(f6 - f7), (double)(0.0F - f8), 0.01).tex(1, 1).endVertex();
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buffer.pos((double)(f6 - f7), (double)(1.0F - f8), 0.01).tex(1, 0).endVertex();
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buffer.pos((double)(0.0F - f7), (double)(1.0F - f8), 0.01).tex(0, 0).endVertex();
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buffer.pos(0.0F - f7, 0.0F - f8, 0.01).tex(0, 1).endVertex();
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buffer.pos(f6 - f7, 0.0F - f8, 0.01).tex(1, 1).endVertex();
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buffer.pos(f6 - f7, 1.0F - f8, 0.01).tex(1, 0).endVertex();
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buffer.pos(0.0F - f7, 1.0F - f8, 0.01).tex(0, 0).endVertex();
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tessellator.draw();
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