Copy neat fix for negative scaling of magic light on desync to black hole
This commit is contained in:
@@ -53,9 +53,8 @@ public class RenderBlackHole extends Render<EntityBlackHole> {
|
|||||||
(float)blackhole.ticksExisted / 10);
|
(float)blackhole.ticksExisted / 10);
|
||||||
}
|
}
|
||||||
if(blackhole.ticksExisted > blackhole.lifetime - 10){
|
if(blackhole.ticksExisted > blackhole.lifetime - 10){
|
||||||
GlStateManager.scale((float)(blackhole.lifetime - blackhole.ticksExisted) / 10,
|
float scale = Math.max(0, (float)(blackhole.lifetime - blackhole.ticksExisted) / 10);
|
||||||
(float)(blackhole.lifetime - blackhole.ticksExisted) / 10,
|
GlStateManager.scale(scale, scale, scale);
|
||||||
(float)(blackhole.lifetime - blackhole.ticksExisted) / 10);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
this.bindTexture(texture);
|
this.bindTexture(texture);
|
||||||
|
|||||||
Reference in New Issue
Block a user