No more suffocating in walls
-Fixed teleportation deplacement placing players next to the door instead of in front of them, without breaking the rendering of the doors' "portals".
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a56fded267
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ab4257bdd8
2 changed files with 3 additions and 3 deletions
src/main/java/com/zixiken/dimdoors
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@ -69,7 +69,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer<TileEntityDimDoor>
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GlStateManager.texGen(GlStateManager.TexGen.R, GL11.GL_OBJECT_LINEAR);
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GlStateManager.texGen(GlStateManager.TexGen.Q, GL11.GL_OBJECT_LINEAR);
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EnumFacing orientation = EnumFacing.getHorizontal((tile.orientation.getHorizontalIndex() % 4) + 4);
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EnumFacing orientation = tile.orientation.rotateYCCW();
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switch (orientation) {
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case SOUTH:
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@ -121,7 +121,7 @@ public class RenderDimDoor extends TileEntitySpecialRenderer<TileEntityDimDoor>
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float[] color = tile.getRenderColor(rand);
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GlStateManager.color(color[0] * var17, color[1] * var17, color[2] * var17, color[3]);
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switch (tile.orientation) {
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switch (orientation) {
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case SOUTH:
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worldRenderer.pos(x + .01, y - 1, z).endVertex();
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worldRenderer.pos(x + .01, y - 1, z + 1.0D).endVertex();
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@ -57,7 +57,7 @@ public abstract class DDProxyCommon implements IDDProxy {
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TileEntityDimDoor dimTile = (TileEntityDimDoor) tile;
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IBlockState state = world.getBlockState(pos.down());
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dimTile.orientation = state.getBlock() instanceof BlockDimDoorBase
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? state.getValue(BlockDoor.FACING).rotateY() //@todo the rotateY here is very counter intuitive but seems needed for the render?
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? state.getValue(BlockDoor.FACING).getOpposite()
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: ModBlocks.blockDimDoor.getDefaultState().getValue(BlockDoor.FACING);
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dimTile.doorIsOpen = door.isDoorOnRift(world, pos) && door.isUpperDoorBlock(world.getBlockState(pos));
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dimTile.lockStatus = 0; //@todo
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