Add check for first person player when applying/removing possession shaders, fixes #179

This commit is contained in:
Electroblob77
2019-09-03 17:37:02 +01:00
parent 744c7a2331
commit d69e3a253d
@@ -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 // Shaders and effects
if(Wizardry.settings.useShaders) net.minecraft.client.Minecraft.getMinecraft().entityRenderer.loadShader(SHADER); if(Wizardry.settings.useShaders) net.minecraft.client.Minecraft.getMinecraft().entityRenderer.loadShader(SHADER);
electroblob.wizardry.client.WizardryClientEventHandler.playBlinkEffect(); // Looks quite nice... electroblob.wizardry.client.WizardryClientEventHandler.playBlinkEffect(); // Looks quite nice...
@@ -342,7 +342,7 @@ public class Possession extends SpellRay {
player.capabilities.isFlying = false; 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(); net.minecraft.client.Minecraft.getMinecraft().entityRenderer.stopUseShader();
electroblob.wizardry.client.WizardryClientEventHandler.playBlinkEffect(); // Looks quite nice... electroblob.wizardry.client.WizardryClientEventHandler.playBlinkEffect(); // Looks quite nice...
} }