a3c43609ea
What i have is not much diffrent but its a start to allowing more liquid types without having to add them myself. The current method has 3 defualt liquids that are preset. The new system also uses String names to ID liquid instead of Enums. A new class Called LiquidData will keep track of the data need to ID, and use the Liquids. In the process i also fixed a few crafting recipes that were removed/messed up in a patch a while back. Plan for new system *Have default liquid type that come with textures/renders *Have several univeral pipes that can accept all Liquid types *Have a way of placeing a universal pipe and then converting to a regulated pipe, pipe that only take one liquid type *Have a tool for doing the above *Change the release Valve to be univeral with a GUI to restrict flow and Liquid type extracted
76 lines
No EOL
2 KiB
Java
76 lines
No EOL
2 KiB
Java
package liquidmechanics.client.render;
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import liquidmechanics.client.model.ModelPump;
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import liquidmechanics.common.LiquidMechanics;
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import liquidmechanics.common.handlers.LiquidData;
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import liquidmechanics.common.handlers.LiquidHandler;
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import liquidmechanics.common.tileentity.TileEntityPump;
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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 org.lwjgl.opengl.GL11;
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public class RenderPump extends TileEntitySpecialRenderer
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{
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int type = 0;
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private ModelPump model;
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public RenderPump()
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{
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model = new ModelPump();
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}
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public void renderAModelAt(TileEntityPump tileEntity, double d, double d1, double d2, float f)
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{
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LiquidData type = tileEntity.type;
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int meta = tileEntity.worldObj.getBlockMetadata(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord);
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switch (LiquidHandler.getMeta(type))
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{
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default:
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bindTextureByName(LiquidMechanics.RESOURCE_PATH + "pumps/Pump.png");
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break;
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case 1:
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bindTextureByName(LiquidMechanics.RESOURCE_PATH + "pumps/WaterPump.png");
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break;// water
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case 2:
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bindTextureByName(LiquidMechanics.RESOURCE_PATH + "pumps/LavaPump.png");
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break;// lava
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case 3:
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bindTextureByName(LiquidMechanics.RESOURCE_PATH + "pumps/OilPump.png");
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break;// oil
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// case 4://fuel
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}
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GL11.glPushMatrix();
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GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
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GL11.glScalef(1.0F, -1F, -1F);
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switch (meta)
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{
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case 1:
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GL11.glRotatef(0f, 0f, 1f, 0f);
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break;
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case 2:
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GL11.glRotatef(90f, 0f, 1f, 0f);
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break;
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case 3:
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GL11.glRotatef(180f, 0f, 1f, 0f);
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break;
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case 0:
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GL11.glRotatef(270f, 0f, 1f, 0f);
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break;
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}
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model.renderMain(0.0625F);
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model.renderC1(0.0625F);
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model.renderC2(0.0625F);
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model.renderC3(0.0625F);
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GL11.glPopMatrix();
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}
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@Override
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public void renderTileEntityAt(TileEntity tileEntity, double var2, double var4, double var6, float var8)
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{
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this.renderAModelAt((TileEntityPump) tileEntity, var2, var4, var6, var8);
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}
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} |