Wind Turbine spinning animation is now much smoother and dependent only on height
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0a14d064f3
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@ -111,7 +111,7 @@ public class ModelWindTurbine extends ModelBase
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setRotation(BladeBaseA, 0F, 0F, getRotation(240));
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}
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public void render(float size, int angle)
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public void render(float size, double angle)
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{
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Base.render(size);
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TowerFront.render(size);
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@ -132,12 +132,12 @@ public class ModelWindTurbine extends ModelBase
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BladeBaseA.render(size);
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}
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public float getRotation(int angle)
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public float getRotation(double angle)
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{
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return ((float)angle/(float)180)*(float)Math.PI;
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}
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public int getAbsoluteAngle(int angle)
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public double getAbsoluteAngle(double angle)
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{
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return angle % 360;
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}
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@ -40,7 +40,7 @@ public class RenderWindTurbine extends TileEntitySpecialRenderer
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if(!Mekanism.proxy.isPaused() &&
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tileEntity.getWorldObj().canBlockSeeTheSky(tileEntity.xCoord, tileEntity.yCoord+4, tileEntity.zCoord))
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{
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tileEntity.angle = (tileEntity.angle+((int)(tileEntity.getMultiplier() * partialTick))) % 360;
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tileEntity.angle = (tileEntity.angle+((tileEntity.yCoord+4)/256F)*8) % 360;
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}
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model.render(0.0625F, tileEntity.angle);
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@ -19,7 +19,7 @@ import dan200.computercraft.api.peripheral.IComputerAccess;
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public class TileEntityWindTurbine extends TileEntityGenerator implements IBoundingBlock
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{
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/** The angle the blades of this Wind Turbine are currently at. */
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public int angle;
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public double angle;
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public TileEntityWindTurbine()
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{
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