Custom particles for different colors when breaking balloon
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parent
510debc0fb
commit
0367e62b34
1 changed files with 22 additions and 17 deletions
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@ -1,17 +1,22 @@
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package mekanism.common;
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import mekanism.api.EnumColor;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.particle.EntityFX;
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import net.minecraft.client.particle.EntityReddustFX;
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import net.minecraft.entity.Entity;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.world.World;
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import universalelectricity.core.vector.Vector3;
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import com.google.common.io.ByteArrayDataInput;
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import com.google.common.io.ByteArrayDataOutput;
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import mekanism.api.EnumColor;
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import net.minecraft.entity.Entity;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.world.World;
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import cpw.mods.fml.common.registry.IEntityAdditionalSpawnData;
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public class EntityBalloon extends Entity implements IEntityAdditionalSpawnData
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{
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public EnumColor color = EnumColor.DARK_RED;
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public EnumColor color = EnumColor.DARK_BLUE;
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public EntityBalloon(World world)
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{
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@ -94,9 +99,19 @@ public class EntityBalloon extends Entity implements IEntityAdditionalSpawnData
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{
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worldObj.playSoundAtEntity(this, "mekanism:etc.Pop", 1, 1);
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for(int i = 0; i < 10; i++)
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if(worldObj.isRemote)
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{
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worldObj.spawnParticle("reddust", posX + (rand.nextFloat()*.6 - 0.3), posY - 0.8 + (rand.nextFloat()*.6 - 0.3), posZ + (rand.nextFloat()*.6 - 0.3), 0, 0, 0);
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for(int i = 0; i < 10; i++)
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{
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try {
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Vector3 vec = new Vector3(posX + (rand.nextFloat()*.6 - 0.3), posY - 0.8 + (rand.nextFloat()*.6 - 0.3), posZ + (rand.nextFloat()*.6 - 0.3));
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EntityFX fx = new EntityReddustFX(worldObj, vec.x, vec.y, vec.z, 1, 0, 0, 0);
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fx.setRBGColorF(color.getColor(0), color.getColor(1), color.getColor(2));
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Minecraft.getMinecraft().effectRenderer.addEffect(fx);
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} catch(Exception e) {}
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}
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}
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setDead();
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@ -126,14 +141,4 @@ public class EntityBalloon extends Entity implements IEntityAdditionalSpawnData
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color = EnumColor.values()[data.readInt()];
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}
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public boolean isInRangeToRenderDist(double par1)
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{
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return true;
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}
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public boolean shouldRenderInPass(int pass)
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{
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return true;
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}
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}
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