Add check for first person player when applying/removing possession shaders, fixes #179
This commit is contained in:
@@ -247,7 +247,7 @@ public class Possession extends SpellRay {
|
||||
}
|
||||
}
|
||||
|
||||
if(possessor.world.isRemote){
|
||||
if(possessor.world.isRemote && possessor == net.minecraft.client.Minecraft.getMinecraft().player){
|
||||
// Shaders and effects
|
||||
if(Wizardry.settings.useShaders) net.minecraft.client.Minecraft.getMinecraft().entityRenderer.loadShader(SHADER);
|
||||
electroblob.wizardry.client.WizardryClientEventHandler.playBlinkEffect(); // Looks quite nice...
|
||||
@@ -342,7 +342,7 @@ public class Possession extends SpellRay {
|
||||
player.capabilities.isFlying = false;
|
||||
}
|
||||
|
||||
if(player.world.isRemote){
|
||||
if(player.world.isRemote && player == net.minecraft.client.Minecraft.getMinecraft().player){
|
||||
net.minecraft.client.Minecraft.getMinecraft().entityRenderer.stopUseShader();
|
||||
electroblob.wizardry.client.WizardryClientEventHandler.playBlinkEffect(); // Looks quite nice...
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user