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