Fixed double laser render, and laser fade for laser gun
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1 changed files with 7 additions and 4 deletions
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@ -166,14 +166,17 @@ public class ItemMiningLaser extends ItemEnergyTool
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}
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playerViewOffset = hit.hitVec;
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}
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//TODO make beam brighter the longer it has been used
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//TODO adjust the laser for the end of the gun
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//Only call client as the server can render stuff threw packets
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if (player.worldObj.isRemote)
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{
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float x = (float) (MathHelper.cos((float) (player.rotationYawHead * 0.0174532925)) * (-.4) - MathHelper.sin((float) (player.rotationYawHead * 0.0174532925)) * (-.1));
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float z = (float) (MathHelper.sin((float) (player.rotationYawHead * 0.0174532925)) * (-.4) + MathHelper.cos((float) (player.rotationYawHead * 0.0174532925)) * (-.1));
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ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.25, z)), (IVector3) new Vector3(playerViewOffset), Color.ORANGE, 1);
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ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.45, z)), (IVector3) new Vector3(playerViewOffset), Color.ORANGE, 1);
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ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.25, z)), (IVector3) new Vector3(playerViewOffset), Color.red, 5);
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ResonantInduction.proxy.renderBeam(player.worldObj, (IVector3) new Vector3(p).translate(new Vector3(x, -.45, z)), (IVector3) new Vector3(playerViewOffset), Color.red, 5);
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}
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}
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}
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