Remove unused summon particles, we have a fancier layer system now :D
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@@ -1,138 +0,0 @@
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package electroblob.wizardry.client.particle;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.*;
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import net.minecraft.client.renderer.GlStateManager.DestFactor;
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import net.minecraft.client.renderer.GlStateManager.SourceFactor;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.world.World;
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import org.lwjgl.opengl.GL11;
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//@SideOnly(Side.CLIENT)
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public class ParticleSummon extends ParticleWizardry {
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private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/particle/summon.png");
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private final boolean mirror;
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public ParticleSummon(World world, double x, double y, double z){
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super(world, x, y, z);
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this.mirror = random.nextBoolean();
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this.setMaxAge(10);
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this.setGravity(false);
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this.canCollide = false;
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}
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// @Override
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// public void onUpdate(){
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// super.onUpdate();
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// if(this.particleAge > this.particleMaxAge/2) this.particleAlpha = 2f - 2f*(float)this.particleAge/(float)this.particleMaxAge;
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// }
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/* There are 4 layers of particles, specified as 0-3 by the method below. - Layer 0 causes the normal particles.png
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* to be bound to the render engine for normal particles. - Layer 1 causes the block textures to be bound to the
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* render engine for digging fx and falling fx. - Layer 2 causes the item textures to be bound to the render engine
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* for tool breaking fx, snowballpoofs, slime particles, etc. - Layer 3 is not used in vanilla minecraft and was
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* presumably added by forge for exactly this reason. This means no texture is bound by vanilla minecraft, meaning
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* you are free to do as you wish without possibly overwriting vanilla particles. Mod particles won't be overwritten
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* anyway since they bind their own textures. It is of course important to bind the texture every time you render a
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* custom particle, but I don't see how you could do it any other way, since you don't have access to
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* EffectRenderer. */
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@Override
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public int getFXLayer(){
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// This can only be 0-3 or it will cause an ArrayIndexOutOfBoundsException in EffectRenderer.
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return 3;
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}
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@Override
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public void renderParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float rotationX, float rotationZ,
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float rotationYZ, float rotationXY, float rotationXZ){
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// Copied from ParticleWizardry, needs to be here since we're not calling super
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updateEntityLinking(partialTicks);
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// I don't know why, but despite not being in any superclass renderParticle these also need to be here if we're
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// not calling super
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interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
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interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
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interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
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GlStateManager.pushMatrix();
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GlStateManager.pushAttrib();
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float scale = 0.6f;
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GlStateManager.scale(scale, scale, scale);
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if(mirror) GlStateManager.scale(-1, 1, 1);
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GlStateManager.enableBlend();
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GlStateManager.disableAlpha();
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GlStateManager.disableCull();
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GlStateManager.disableLighting();
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GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE);
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// Makes the particle colour add to the colour of the texture pixels, rather than the default multiplying
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GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_ADD);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
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GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
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// Does the texture translation wrapping thing (the cool stuff)
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// GlStateManager.matrixMode(GL11.GL_TEXTURE);
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// GlStateManager.loadIdentity();
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//
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// GlStateManager.translate((this.particleAge + partialTicks)/(float)this.particleMaxAge * -2, 0, 0);
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//
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// GlStateManager.matrixMode(GL11.GL_MODELVIEW);
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RenderHelper.disableStandardItemLighting();
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Minecraft.getMinecraft().getTextureManager().bindTexture(TEXTURE);
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buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR);
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float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
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float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
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float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);
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// Increases from 0 to 1 in steps of 0.125 evenly throughout the particle's lifetime
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float f = 0.125f * MathHelper.floor((float)this.particleAge/(float)this.particleMaxAge * 8 - 0.000001f);
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float g = f + 0.125f;
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float hrepeat = 1;
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float yScale = 3f;
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this.setRBGColorF(1, 1, 1);
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buffer.pos(x-1, y, z-1).tex(0, g).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x-1, y+yScale, z-1).tex(0, f).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x+1, y, z-1).tex(0.25*hrepeat, g).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x+1, y+yScale, z-1).tex(0.25*hrepeat, f).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x+1, y, z+1).tex(0.5*hrepeat, g).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x+1, y+yScale, z+1).tex(0.5*hrepeat, f).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x-1, y, z+1).tex(0.75*hrepeat, g).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x-1, y+yScale, z+1).tex(0.75*hrepeat, f).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x-1, y, z-1).tex(hrepeat, g).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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buffer.pos(x-1, y+yScale, z-1).tex(hrepeat, f).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
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Tessellator.getInstance().draw();
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// Undoes the texture transformations
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// GlStateManager.matrixMode(GL11.GL_TEXTURE);
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// GlStateManager.loadIdentity();
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// GlStateManager.matrixMode(GL11.GL_MODELVIEW);
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GlStateManager.disableBlend();
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GlStateManager.enableAlpha();
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GlStateManager.enableCull();
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GlStateManager.enableLighting();
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// Reverses the colour addition change from before
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GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
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GlStateManager.popAttrib();
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GlStateManager.popMatrix();
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}
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}
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