added left right tank renders
Still need to fix the top siding when left or right doesn't render for the face of the tank. As well i need to change the collision box so player's can float in the mix.
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206b4bff65
commit
7ab1c657f5
1 changed files with 45 additions and 17 deletions
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@ -2,6 +2,7 @@ package dark.fluid.client.render;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraftforge.common.ForgeDirection;
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import net.minecraftforge.liquids.ILiquidTank;
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import net.minecraftforge.liquids.LiquidStack;
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@ -35,7 +36,6 @@ public class RenderTank extends TileEntitySpecialRenderer
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int[] render = ((TileEntityTank) tileEntity).renderConnection;
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ColorCode color = tileEntityTank.getColor();
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boolean lre = false;
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if (liquid != null && liquid.amount > 0)
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{
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@ -56,27 +56,55 @@ public class RenderTank extends TileEntitySpecialRenderer
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GL11.glPopAttrib();
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GL11.glPopMatrix();
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lre = true;
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}
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}
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bindTextureByName(DarkMain.TEXTURE_DIRECTORY + "CobbleBack.png");
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GL11.glPushMatrix();
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GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
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GL11.glScalef(1.0F, -1F, -1F);
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boolean bot = tileEntity.worldObj.getBlockTileEntity(tileEntity.xCoord, tileEntity.yCoord + 1, tileEntity.zCoord) instanceof TileEntityTank;
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boolean top = tileEntity.worldObj.getBlockTileEntity(tileEntity.xCoord, tileEntity.yCoord - 1, tileEntity.zCoord) instanceof TileEntityTank;
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model.render(0.0625F, false, false, top, bot);
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GL11.glRotatef(90f, 0f, 1f, 0f);
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model.render(0.0625F, false, false, top, bot);
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GL11.glRotatef(180f, 0f, 1f, 0f);
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model.render(0.0625F, false, false, top, bot);
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GL11.glRotatef(270f, 0f, 1f, 0f);
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model.render(0.0625F, false, false, top, bot);
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boolean bot = render[1] == 2;
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boolean top = render[0] == 2;
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boolean north = render[2] == 2;
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boolean south = render[3] == 2;
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boolean east = render[5] == 2;
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boolean west = render[4] == 2;
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for (int i = 0; i < 4; i++)
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{
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ForgeDirection dir = ForgeDirection.getOrientation(i + 2);
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if (render[dir.getOpposite().ordinal()] != 2)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
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GL11.glScalef(1.0F, -1F, -1F);
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boolean left = false;
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boolean right = false;
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switch (dir)
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{
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case NORTH:
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GL11.glRotatef(180f, 0f, 1f, 0f);
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left = west;
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right = east;
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break;
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case SOUTH:
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GL11.glRotatef(0f, 0f, 1f, 0f);
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left = east;
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right = west;
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break;
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case WEST:
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GL11.glRotatef(90f, 0f, 1f, 0f);
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left = south;
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right = north;
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break;
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case EAST:
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GL11.glRotatef(270f, 0f, 1f, 0f);
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left = north;
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right = south;
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break;
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}
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GL11.glPopMatrix();
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model.render(0.0625F, left, right, top, bot);
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GL11.glPopMatrix();
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}
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}
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}
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}
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}
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