35cb2c31fc
also removes the weird reflection being used to access the RenderItem
728 lines
29 KiB
Java
728 lines
29 KiB
Java
package electroblob.wizardry.client;
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import org.lwjgl.opengl.GL11;
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import electroblob.wizardry.WizardData;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.item.ItemSpectralBow;
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import electroblob.wizardry.item.ItemWand;
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import electroblob.wizardry.packet.PacketControlInput;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.spell.Flight;
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import electroblob.wizardry.spell.ShadowWard;
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import electroblob.wizardry.spell.Shield;
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import electroblob.wizardry.tileentity.ContainerArcaneWorkbench;
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import electroblob.wizardry.util.WandHelper;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.gui.GuiMerchant;
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import net.minecraft.client.gui.inventory.GuiContainer;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.RenderItem;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.item.EntityArmorStand;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.inventory.Slot;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.village.MerchantRecipe;
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import net.minecraftforge.client.event.FOVUpdateEvent;
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import net.minecraftforge.client.event.GuiContainerEvent;
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import net.minecraftforge.client.event.MouseEvent;
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import net.minecraftforge.client.event.RenderGameOverlayEvent;
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import net.minecraftforge.client.event.RenderLivingEvent;
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import net.minecraftforge.client.event.RenderPlayerEvent;
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import net.minecraftforge.client.event.RenderWorldLastEvent;
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import net.minecraftforge.client.event.TextureStitchEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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/**
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* Event handler responsible for all client-side only events, mostly rendering.
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*
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* @author Electroblob
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* @since Wizardry 1.0
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*/
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@SideOnly(Side.CLIENT)
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@Mod.EventBusSubscriber(Side.CLIENT)
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public final class WizardryClientEventHandler {
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private static final ResourceLocation shieldTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/shield.png");
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private static final ResourceLocation wingTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/wing.png");
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private static final ResourceLocation shadowWardTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/shadow_ward.png");
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private static final ResourceLocation sixthSenseTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/sixth_sense.png");
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private static final ResourceLocation sixthSenseOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/sixth_sense_overlay.png");
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private static final ResourceLocation frostOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/frost_overlay.png");
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private static final ResourceLocation pointerTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/pointer.png");
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private static final ResourceLocation targetPointerTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/target_pointer.png");
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@SubscribeEvent
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public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
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event.getMap().registerSprite(ContainerArcaneWorkbench.EMPTY_SLOT_CRYSTAL);
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event.getMap().registerSprite(ContainerArcaneWorkbench.EMPTY_SLOT_UPGRADE);
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}
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// Shift-scrolling to change spells
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@SubscribeEvent
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public static void onMouseEvent(MouseEvent event){
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EntityPlayer player = Minecraft.getMinecraft().player;
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ItemStack wand = player.getHeldItemMainhand();
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if(!(wand.getItem() instanceof ItemWand)){
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wand = player.getHeldItemOffhand();
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// If the player isn't holding a wand, then nothing else needs to be done.
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if(!(wand.getItem() instanceof ItemWand)) return;
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}
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if(Minecraft.getMinecraft().inGameHasFocus && !wand.isEmpty() && event.getDwheel() != 0 && player.isSneaking()
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&& Wizardry.settings.enableShiftScrolling){
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event.setCanceled(true);
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if(event.getDwheel() > 0){
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// Packet building
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IMessage msg = new PacketControlInput.Message(PacketControlInput.ControlType.PREVIOUS_SPELL_KEY);
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WizardryPacketHandler.net.sendToServer(msg);
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}else if(event.getDwheel() < 0){
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// Packet building
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IMessage msg = new PacketControlInput.Message(PacketControlInput.ControlType.NEXT_SPELL_KEY);
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WizardryPacketHandler.net.sendToServer(msg);
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}
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}
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}
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@SubscribeEvent
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public static void onFOVUpdateEvent(FOVUpdateEvent event){
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// Bow zoom. Taken directly from AbstractClientPlayer so it works exactly like vanilla.
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if(event.getEntity().isHandActive() && event.getEntity().getActiveItemStack().getItem() instanceof ItemSpectralBow){
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int maxUseTicks = event.getEntity().getItemInUseMaxCount();
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float maxUseSeconds = (float)maxUseTicks / 20.0F;
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if(maxUseSeconds > 1.0F){
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maxUseSeconds = 1.0F;
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}else{
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maxUseSeconds = maxUseSeconds * maxUseSeconds;
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}
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event.setNewfov(event.getFov() * 1.0F - maxUseSeconds * 0.15F);
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}
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}
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// Brute-force fix for crystals not showing up when a wizard is given a spell book in the trade GUI.
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@SubscribeEvent
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public static void onGuiDrawForegroundEvent(GuiContainerEvent.DrawForeground event){
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if(event.getGuiContainer() instanceof GuiMerchant){
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GuiMerchant gui = (GuiMerchant)event.getGuiContainer();
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// Note that gui.getMerchant() returns an NpcMerchant, not an EntityWizard.
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// Using == the specific item rather than instanceof because that's how trades do it.
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if(gui.inventorySlots.getSlot(0).getStack().getItem() == WizardryItems.spell_book
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|| gui.inventorySlots.getSlot(1).getStack().getItem() == WizardryItems.spell_book){
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for(MerchantRecipe trade : gui.getMerchant().getRecipes(Minecraft.getMinecraft().player)){
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if(trade.getItemToBuy().getItem() == WizardryItems.spell_book && trade.getSecondItemToBuy().isEmpty()){
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Slot slot = gui.inventorySlots.getSlot(2);
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// Uses reflection to draw the itemstack
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// It still doesn't look quite right because the slot highlight is behind the item, but it'll do
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// until/unless I find a better solution.
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renderItemAndTooltip(gui, trade.getItemToSell(), slot.xPos, slot.yPos, event.getMouseX(), event.getMouseY(),
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gui.getSlotUnderMouse() == slot);
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}
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}
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}
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}
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}
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private static void renderItemAndTooltip(GuiContainer gui, ItemStack stack, int x, int y, int mouseX, int mouseY, boolean tooltip){
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RenderItem renderItem = Minecraft.getMinecraft().getRenderItem();
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GlStateManager.pushMatrix();
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RenderHelper.enableGUIStandardItemLighting();
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GlStateManager.disableLighting();
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GlStateManager.enableRescaleNormal();
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GlStateManager.enableColorMaterial();
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GlStateManager.enableLighting();
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renderItem.zLevel = 100.0F;
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if(!stack.isEmpty()){
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renderItem.renderItemAndEffectIntoGUI(stack, x, y);
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renderItem.renderItemOverlays(Minecraft.getMinecraft().fontRenderer, stack, x, y);
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if(tooltip){
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gui.drawHoveringText(gui.getItemToolTip(stack), mouseX + gui.getXSize()/2 - gui.width/2,
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mouseY + gui.getYSize()/2 - gui.height/2);
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}
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}
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GlStateManager.popMatrix();
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GlStateManager.enableLighting();
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GlStateManager.enableDepth();
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RenderHelper.enableStandardItemLighting();
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}
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// Third person
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@SubscribeEvent
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public static void onRenderPlayerEvent(RenderPlayerEvent.Post event){
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renderShieldIfActive(event.getEntityPlayer());
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renderWingsIfActive(event.getEntityPlayer(), event.getPartialRenderTick());
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renderShadowWardIfActive(event.getEntityPlayer());
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}
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// First person
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@SubscribeEvent
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public static void onRenderWorldLastEvent(RenderWorldLastEvent event){
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// Now only fires in first person.
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if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 0){
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renderShieldFirstPerson(Minecraft.getMinecraft().player);
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renderShadowWardFirstPerson(Minecraft.getMinecraft().player);
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}
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}
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@SubscribeEvent
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public static void onRenderLivingEvent(RenderLivingEvent.Post<EntityLivingBase> event){
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Minecraft mc = Minecraft.getMinecraft();
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WizardData properties = WizardData.get(mc.player);
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RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(mc.world, mc.player, 16);
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RenderManager renderManager = event.getRenderer().getRenderManager();
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ItemStack wand = mc.player.getHeldItemMainhand();
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if(!(wand.getItem() instanceof ItemWand)){
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wand = mc.player.getHeldItemOffhand();
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}
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// Target selection pointer
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if(mc.player.isSneaking() && wand.getItem() instanceof ItemWand && rayTrace != null && !(event.getEntity() instanceof EntityArmorStand)
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&& rayTrace.entityHit == event.getEntity() && properties != null && properties.selectedMinion != null){
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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GlStateManager.disableCull();
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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// Disabling depth test allows it to be seen through everything.
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GlStateManager.disableDepth();
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GlStateManager.color(1, 1, 1, 1);
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GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ());
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// This counteracts the reverse rotation behaviour when in front f5 view.
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// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
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float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
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GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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mc.renderEngine.bindTexture(targetPointerTexture);
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buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex();
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buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex();
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buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex();
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buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex();
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tessellator.draw();
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GlStateManager.enableCull();
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GlStateManager.enableLighting();
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GlStateManager.enableDepth();
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GlStateManager.popMatrix();
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}
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// Summoned creature selection pointer
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if(properties != null && properties.selectedMinion != null && properties.selectedMinion.get() == event.getEntity()){
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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GlStateManager.disableCull();
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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// Disabling depth test allows it to be seen through everything.
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GlStateManager.disableDepth();
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GlStateManager.color(1, 1, 1, 1);
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GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ());
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// This counteracts the reverse rotation behaviour when in front f5 view.
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// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
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float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
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GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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mc.renderEngine.bindTexture(pointerTexture);
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buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex();
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buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex();
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buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex();
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buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex();
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tessellator.draw();
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GlStateManager.enableCull();
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GlStateManager.enableLighting();
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GlStateManager.enableDepth();
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GlStateManager.popMatrix();
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}
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// Sixth sense
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if(mc.player.isPotionActive(WizardryPotions.sixth_sense) && !(event.getEntity() instanceof EntityArmorStand) && event.getEntity() != mc.player
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&& mc.player.getActivePotionEffect(WizardryPotions.sixth_sense) != null && event.getEntity().getDistance(mc.player) < 20
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* (1 + mc.player.getActivePotionEffect(WizardryPotions.sixth_sense).getAmplifier() * Constants.RANGE_INCREASE_PER_LEVEL)){
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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GlStateManager.disableCull();
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GlStateManager.enableBlend();
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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// Disabling depth test allows it to be seen through everything.
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GlStateManager.disableDepth();
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GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height * 0.6, event.getZ());
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// This counteracts the reverse rotation behaviour when in front f5 view.
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// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
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float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
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GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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mc.renderEngine.bindTexture(sixthSenseTexture);
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buffer.pos(-0.6, 0.6, 0).tex(0, 0).endVertex();
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buffer.pos(0.6, 0.6, 0).tex(1, 0).endVertex();
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buffer.pos(0.6, -0.6, 0).tex(1, 1).endVertex();
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buffer.pos(-0.6, -0.6, 0).tex(0, 1).endVertex();
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tessellator.draw();
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GlStateManager.enableCull();
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GlStateManager.disableBlend();
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GlStateManager.enableLighting();
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GlStateManager.enableDepth();
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GlStateManager.popMatrix();
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}
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}
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@SubscribeEvent
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public static void onRenderGameOverlayEvent(RenderGameOverlayEvent.Post event){
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if(event.getType() == RenderGameOverlayEvent.ElementType.HELMET
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&& Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.sixth_sense)){
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GlStateManager.pushMatrix();
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GlStateManager.disableDepth();
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GlStateManager.depthMask(false);
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OpenGlHelper.glBlendFunc(770, 771, 1, 0);
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GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlStateManager.disableAlpha();
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Minecraft.getMinecraft().renderEngine.bindTexture(sixthSenseOverlayTexture);
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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buffer.pos(0.0D, (double)event.getResolution().getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
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buffer.pos((double)event.getResolution().getScaledWidth(), (double)event.getResolution().getScaledHeight(), -90.0D).tex(1.0D, 1.0D)
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.endVertex();
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buffer.pos((double)event.getResolution().getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
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buffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
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tessellator.draw();
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GlStateManager.depthMask(true);
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GlStateManager.enableDepth();
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GlStateManager.enableAlpha();
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GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlStateManager.popMatrix();
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}
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if(event.getType() == RenderGameOverlayEvent.ElementType.HELMET && Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.frost)){
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GlStateManager.pushMatrix();
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GlStateManager.disableDepth();
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GlStateManager.depthMask(false);
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OpenGlHelper.glBlendFunc(770, 771, 1, 0);
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GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlStateManager.disableAlpha();
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Minecraft.getMinecraft().renderEngine.bindTexture(frostOverlayTexture);
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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buffer.pos(0.0D, (double)event.getResolution().getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
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buffer.pos((double)event.getResolution().getScaledWidth(), (double)event.getResolution().getScaledHeight(), -90.0D).tex(1.0D, 1.0D)
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.endVertex();
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buffer.pos((double)event.getResolution().getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
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buffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
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tessellator.draw();
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GlStateManager.depthMask(true);
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GlStateManager.enableDepth();
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GlStateManager.enableAlpha();
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GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlStateManager.popMatrix();
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}
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}
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// FIXME: Something in here is making the first person shadow ward rather translucent.
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private static void renderShadowWardFirstPerson(EntityPlayer entityplayer){
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ItemStack wand = entityplayer.getActiveItemStack();
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if(WizardData.get(entityplayer) != null && WizardData.get(entityplayer).currentlyCasting() instanceof ShadowWard
|
|
|| (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
|
|
&& WandHelper.getCurrentSpell(wand) instanceof ShadowWard)){
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.enableBlend();
|
|
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
|
GlStateManager.shadeModel(GL11.GL_SMOOTH);
|
|
GlStateManager.disableLighting();
|
|
GlStateManager.disableAlpha();
|
|
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
|
|
|
GlStateManager.translate(0, 1.2, 0);
|
|
GlStateManager.rotate(-entityplayer.rotationYaw, 0, 1, 0);
|
|
GlStateManager.rotate(entityplayer.rotationPitch, 1, 0, 0);
|
|
|
|
Minecraft.getMinecraft().renderEngine.bindTexture(shadowWardTexture);
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.translate(0, 0, 1.2);
|
|
GlStateManager.rotate(entityplayer.world.getWorldTime() * -2, 0, 0, 1);
|
|
GlStateManager.scale(1.1, 1.1, 1.1);
|
|
|
|
Tessellator tessellator = Tessellator.getInstance();
|
|
BufferBuilder buffer = tessellator.getBuffer();
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex();
|
|
buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex();
|
|
buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex();
|
|
buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex();
|
|
buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex();
|
|
buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex();
|
|
buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
GlStateManager.popMatrix();
|
|
|
|
GlStateManager.shadeModel(GL11.GL_FLAT);
|
|
GlStateManager.enableLighting();
|
|
GlStateManager.disableBlend();
|
|
|
|
GlStateManager.popMatrix();
|
|
|
|
}
|
|
}
|
|
|
|
private static void renderShadowWardIfActive(EntityPlayer entityplayer){
|
|
ItemStack wand = entityplayer.getActiveItemStack();
|
|
if(WizardData.get(entityplayer).currentlyCasting() instanceof ShadowWard
|
|
|| (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
|
|
&& WandHelper.getCurrentSpell(wand) instanceof ShadowWard)){
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.enableBlend();
|
|
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
|
GlStateManager.disableLighting();
|
|
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
|
|
|
GlStateManager.rotate(180, 0, 1, 0);
|
|
GlStateManager.rotate(-entityplayer.renderYawOffset, 0, 1, 0);
|
|
|
|
Minecraft.getMinecraft().renderEngine.bindTexture(shadowWardTexture);
|
|
|
|
Tessellator tessellator = Tessellator.getInstance();
|
|
BufferBuilder buffer = tessellator.getBuffer();
|
|
|
|
GlStateManager.translate(0, 1.2, 0);
|
|
GlStateManager.rotate(entityplayer.world.getWorldTime() * -2, 0, 0, 1);
|
|
GlStateManager.scale(1.1, 1.1, 1.1);
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex();
|
|
buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex();
|
|
buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex();
|
|
buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex();
|
|
buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex();
|
|
buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex();
|
|
buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
GlStateManager.enableLighting();
|
|
GlStateManager.disableBlend();
|
|
|
|
GlStateManager.popMatrix();
|
|
|
|
}
|
|
}
|
|
|
|
private static void renderWingsIfActive(EntityPlayer entityplayer, float partialTickTime){
|
|
ItemStack wand = entityplayer.getActiveItemStack();
|
|
if(WizardData.get(entityplayer).currentlyCasting() instanceof Flight
|
|
|| (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
|
|
&& WandHelper.getCurrentSpell(wand) instanceof Flight)){
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.enableBlend();
|
|
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
|
GlStateManager.disableLighting();
|
|
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
|
|
|
// GlStateManager.rotate(-entityplayer.rotationYawHead, 0, 1, 0);
|
|
GlStateManager.rotate(-entityplayer.renderYawOffset, 0, 1, 0);
|
|
// GlStateManager.rotate(180, 1, 0, 0);
|
|
|
|
Minecraft.getMinecraft().renderEngine.bindTexture(wingTexture);
|
|
Tessellator tessellator = Tessellator.getInstance();
|
|
BufferBuilder buffer = tessellator.getBuffer();
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.translate(0.1, 0.4, -0.15);
|
|
GlStateManager.rotate(20 + 20 * (float)Math.sin(entityplayer.world.getWorldTime() * 0.3), 0, 1, 0);
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(0, 2, 0).tex(0, 0).endVertex();
|
|
buffer.pos(2, 2, 0).tex(1, 0).endVertex();
|
|
buffer.pos(2, 0, 0).tex(1, 1).endVertex();
|
|
buffer.pos(0, 0, 0).tex(0, 1).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(0, 2, 0).tex(0, 0).endVertex();
|
|
buffer.pos(0, 0, 0).tex(0, 1).endVertex();
|
|
buffer.pos(2, 0, 0).tex(1, 1).endVertex();
|
|
buffer.pos(2, 2, 0).tex(1, 0).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
GlStateManager.popMatrix();
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.translate(-0.1, 0.4, -0.15);
|
|
GlStateManager.rotate(-200 - 20 * (float)Math.sin(entityplayer.world.getWorldTime() * 0.3), 0, 1, 0);
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(0, 2, 0).tex(0, 0).endVertex();
|
|
buffer.pos(2, 2, 0).tex(1, 0).endVertex();
|
|
buffer.pos(2, 0, 0).tex(1, 1).endVertex();
|
|
buffer.pos(0, 0, 0).tex(0, 1).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
|
|
|
buffer.pos(0, 2, 0).tex(0, 0).endVertex();
|
|
buffer.pos(0, 0, 0).tex(0, 1).endVertex();
|
|
buffer.pos(2, 0, 0).tex(1, 1).endVertex();
|
|
buffer.pos(2, 2, 0).tex(1, 0).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
GlStateManager.popMatrix();
|
|
|
|
GlStateManager.enableLighting();
|
|
GlStateManager.disableBlend();
|
|
|
|
GlStateManager.popMatrix();
|
|
}
|
|
}
|
|
|
|
private static void renderShieldFirstPerson(EntityPlayer entityplayer){
|
|
ItemStack wand = entityplayer.getActiveItemStack();
|
|
if(WizardData.get(entityplayer) != null && WizardData.get(entityplayer).shield != null
|
|
&& (WizardData.get(entityplayer).currentlyCasting() instanceof Shield
|
|
|| (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
|
|
&& WandHelper.getCurrentSpell(wand) instanceof Shield))){
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.disableCull();
|
|
GlStateManager.enableBlend();
|
|
GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA);
|
|
GlStateManager.shadeModel(GL11.GL_SMOOTH);
|
|
GlStateManager.disableLighting();
|
|
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
|
|
|
GlStateManager.translate(0, 1.4, 0);
|
|
|
|
GlStateManager.rotate(-entityplayer.rotationYaw, 0, 1, 0);
|
|
GlStateManager.rotate(entityplayer.rotationPitch, 1, 0, 0);
|
|
|
|
GlStateManager.translate(0, 0, 0.8);
|
|
|
|
Tessellator tessellator = Tessellator.getInstance();
|
|
|
|
Minecraft.getMinecraft().renderEngine.bindTexture(shieldTexture);
|
|
|
|
renderShield(tessellator);
|
|
|
|
GlStateManager.enableLighting();
|
|
|
|
GlStateManager.shadeModel(GL11.GL_FLAT);
|
|
GlStateManager.enableCull();
|
|
GlStateManager.disableBlend();
|
|
// RenderHelper.enableStandardItemLighting();
|
|
|
|
GlStateManager.popMatrix();
|
|
}
|
|
}
|
|
|
|
private static void renderShieldIfActive(EntityPlayer entityplayer){
|
|
ItemStack wand = entityplayer.getActiveItemStack();
|
|
if(WizardData.get(entityplayer).shield != null && (WizardData.get(entityplayer).currentlyCasting() instanceof Shield
|
|
|| (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand
|
|
&& WandHelper.getCurrentSpell(wand) instanceof Shield))){
|
|
|
|
GlStateManager.pushMatrix();
|
|
|
|
GlStateManager.disableCull();
|
|
GlStateManager.enableBlend();
|
|
// For some reason, the old blend function (GL11.GL_SRC_ALPHA, GL11.GL_SRC_ALPHA) caused the inner
|
|
// edges to appear black, so I have changed it to this, which looks very slightly different.
|
|
GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA);
|
|
GlStateManager.shadeModel(GL11.GL_SMOOTH);
|
|
GlStateManager.disableLighting();
|
|
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
|
|
|
GlStateManager.translate(0, 1.3, 0);
|
|
|
|
// GlStateManager.rotate(180, 0, 1, 0);
|
|
GlStateManager.rotate(-entityplayer.renderYawOffset, 0, 1, 0);
|
|
// GlStateManager.rotate(-entityplayer.rotationPitch, 1, 0, 0);
|
|
|
|
GlStateManager.translate(0, 0, 0.8);
|
|
|
|
Tessellator tessellator = Tessellator.getInstance();
|
|
|
|
Minecraft.getMinecraft().renderEngine.bindTexture(shieldTexture);
|
|
|
|
renderShield(tessellator);
|
|
|
|
GlStateManager.enableLighting();
|
|
|
|
GlStateManager.shadeModel(GL11.GL_FLAT);
|
|
GlStateManager.enableCull();
|
|
GlStateManager.disableBlend();
|
|
// RenderHelper.enableStandardItemLighting();
|
|
|
|
GlStateManager.popMatrix();
|
|
}
|
|
}
|
|
|
|
private static void renderShield(Tessellator tessellator){
|
|
|
|
BufferBuilder buffer = tessellator.getBuffer();
|
|
|
|
double widthOuter = 0.6d;
|
|
double heightOuter = 0.7d;
|
|
double widthInner = 0.3d;
|
|
double heightInner = 0.4d;
|
|
double depth = 0.2d;
|
|
|
|
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR);
|
|
|
|
buffer.pos(-widthOuter, heightInner, -depth).tex(0, 0.2).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(-widthInner, heightOuter, -depth).tex(0.2, 0).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
|
|
|
|
buffer.pos(widthInner, heightOuter, -depth).tex(0.8, 0).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(widthOuter, heightInner, -depth).tex(1, 0.2).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex();
|
|
|
|
buffer.pos(widthOuter, -heightInner, -depth).tex(1, 0.8).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(widthInner, -heightOuter, -depth).tex(0.8, 1).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex();
|
|
|
|
buffer.pos(-widthInner, -heightOuter, -depth).tex(0.2, 1).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(-widthOuter, -heightInner, -depth).tex(0, 0.8).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex();
|
|
|
|
buffer.pos(-widthOuter, heightInner, -depth).tex(0, 0.2).color(0, 0, 0, 255).endVertex();
|
|
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
|
|
|
|
tessellator.draw();
|
|
|
|
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR);
|
|
|
|
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex();
|
|
buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex();
|
|
|
|
tessellator.draw();
|
|
}
|
|
|
|
}
|