Merge remote-tracking branch 'upstream/DevBranch' into rewrite

This commit is contained in:
SenseiKiwi 2013-09-09 02:31:42 -04:00
commit 498e087d0a
3 changed files with 10 additions and 25 deletions

View file

@ -16,14 +16,7 @@ public class TileEntityDimDoor extends TileEntity
public boolean shouldRefresh(int oldID, int newID, int oldMeta, int newMeta, World world, int x, int y, int z)
{
if(newID==0&&PocketManager.getLink(x, y, z, world)!=null)
{
world.setBlock(x, y, z, mod_pocketDim.blockRift.blockID);
}
return true;
}
public boolean canUpdate() public boolean canUpdate()
{ {

View file

@ -10,15 +10,7 @@ public class TileEntityTransTrapdoor extends TileEntity
{ {
public boolean hasRift; public boolean hasRift;
@Override
public boolean shouldRefresh(int oldID, int newID, int oldMeta, int newMeta, World world, int x, int y, int z)
{
if (newID == 0 && PocketManager.getLink(x, y, z, world) != null)
{
world.setBlock(x, y, z, mod_pocketDim.blockRift.blockID);
}
return true;
}
@Override @Override
public boolean canUpdate() public boolean canUpdate()

View file

@ -58,7 +58,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
{ {
GL11.glPushMatrix(); GL11.glPushMatrix();
float var15 = (float)(16 - count); float var15 = (float)(16 - count);
float var16 = 0.2625F; float var16 = 0.4925F;
float var17 = 1.0F / (var15 + 1.0F); float var17 = 1.0F / (var15 + 1.0F);
if (count == 0) if (count == 0)
@ -109,14 +109,14 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_EYE_LINEAR);
switch ((tile.orientation%4)+4) switch ((tile.orientation%4)+4)
{ {
case 4: case 4:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F)); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
break; break;
case 5: case 5:
@ -124,20 +124,20 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F)); GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 0.1F));
break; break;
case 6: case 6:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F)); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
break; break;
case 7: case 7:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F)); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F)); GL11.glTexGen(GL11.GL_Q, GL11.GL_EYE_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
break; break;