Fixed double laser render, and laser fade for laser gun

This commit is contained in:
Robert S 2014-05-08 10:11:31 -04:00
parent 8f9ff1154e
commit 9e8ae6ade3

View file

@ -166,14 +166,17 @@ public class ItemMiningLaser extends ItemEnergyTool
}
playerViewOffset = hit.hitVec;
}
//TODO make beam brighter the longer it has been used
//TODO adjust the laser for the end of the gun
//Only call client as the server can render stuff threw packets
if (player.worldObj.isRemote)
{
float x = (float) (MathHelper.cos((float) (player.rotationYawHead * 0.0174532925)) * (-.4) - MathHelper.sin((float) (player.rotationYawHead * 0.0174532925)) * (-.1));
float z = (float) (MathHelper.sin((float) (player.rotationYawHead * 0.0174532925)) * (-.4) + MathHelper.cos((float) (player.rotationYawHead * 0.0174532925)) * (-.1));
ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.25, z)), (IVector3) new Vector3(playerViewOffset), Color.ORANGE, 1);
ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.45, z)), (IVector3) new Vector3(playerViewOffset), Color.ORANGE, 1);
ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.25, z)), (IVector3) new Vector3(playerViewOffset), Color.red, 5);
ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.45, z)), (IVector3) new Vector3(playerViewOffset), Color.red, 5);
}
}
}