Fixed a render issue with pipe connections

Name connecting to release valve
This commit is contained in:
DarkGuardsman 2013-12-04 15:14:00 -05:00
parent 9686422ff4
commit 388ab18e62

View file

@ -9,6 +9,7 @@ import universalelectricity.core.vector.Vector3;
import dark.api.ColorCode;
import dark.api.ColorCode.IColorCoded;
import dark.api.fluid.INetworkPipe;
import dark.api.tilenetwork.ITileConnector;
import dark.api.tilenetwork.ITileNetwork;
import dark.core.prefab.tilenetwork.fluid.NetworkPipes;
import dark.fluid.common.FluidPartsMaterial;
@ -75,6 +76,11 @@ public class TileEntityPipe extends TileEntityFluidNetworkTile implements IColor
connectedBlocks.add(tileEntity);
this.renderConnection[side.ordinal()] = true;
}
else if (tileEntity instanceof ITileConnector && ((ITileConnector) tileEntity).canTileConnect(Connection.FLUIDS, side.getOpposite()))
{
connectedBlocks.add(tileEntity);
this.renderConnection[side.ordinal()] = true;
}
}
@ -126,7 +132,7 @@ public class TileEntityPipe extends TileEntityFluidNetworkTile implements IColor
}
/** Calculates flow rate based on viscosity & temp of the fluid as all other factors are know
*
*
* @param fluid - fluidStack
* @param temp = tempature of the fluid
* @param pressure - pressure difference of were the fluid is flowing too.