Merge branch 'master' of https://github.com/calclavia/Resonant-Induction
This commit is contained in:
commit
a575d4476b
3 changed files with 47 additions and 1 deletions
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@ -2,8 +2,10 @@ package resonantinduction.contractor;
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import net.minecraft.block.ITileEntityProvider;
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import net.minecraft.block.material.Material;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.world.World;
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import net.minecraftforge.common.ForgeDirection;
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import resonantinduction.ResonantInduction;
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import resonantinduction.base.BlockBase;
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import resonantinduction.render.BlockRenderingHandler;
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@ -25,6 +27,22 @@ public class BlockEMContractor extends BlockBase implements ITileEntityProvider
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return BlockRenderingHandler.INSTANCE.getRenderId();
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}
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@Override
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public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
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{
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if(par1World.isRemote)
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{
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//debug
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TileEntityEMContractor contractor = (TileEntityEMContractor)par1World.getBlockTileEntity(par2, par3, par4);
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int toSet = contractor.facing.ordinal() < 5 ? contractor.facing.ordinal()+1 : 0;
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contractor.facing = ForgeDirection.getOrientation(toSet);
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System.out.println(contractor.facing.ordinal());
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return true;
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}
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return true;
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}
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@Override
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public TileEntity createNewTileEntity(World world)
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{
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@ -1,8 +1,9 @@
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package resonantinduction.contractor;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraftforge.common.ForgeDirection;
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public class TileEntityEMContractor extends TileEntity
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{
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public ForgeDirection facing = ForgeDirection.UP;
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}
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@ -7,6 +7,7 @@ import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL11;
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import resonantinduction.ResonantInduction;
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import resonantinduction.contractor.TileEntityEMContractor;
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import resonantinduction.model.ModelEMContractor;
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public class RenderEMContractor extends TileEntitySpecialRenderer
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@ -21,6 +22,32 @@ public class RenderEMContractor extends TileEntitySpecialRenderer
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GL11.glTranslated(x + 0.5, y + 1.5, z + 0.5);
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GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
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switch(((TileEntityEMContractor)t).facing)
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{
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case UP:
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break;
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case DOWN:
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GL11.glRotatef(180, 0, 0, 1);
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GL11.glTranslatef(0, -2, 0);
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break;
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case NORTH:
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GL11.glTranslatef(-1, 1, 0);
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GL11.glRotatef(-90, 0, 0, 1);
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break;
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case SOUTH:
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GL11.glTranslatef(1, 1, 0);
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GL11.glRotatef(90, 0, 0, 1);
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break;
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case WEST:
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GL11.glTranslatef(0, 1, 1);
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GL11.glRotatef(-90, 1, 0, 0);
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break;
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case EAST:
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GL11.glTranslatef(0, 1, -1);
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GL11.glRotatef(90, 1, 0, 0);
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break;
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}
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this.func_110628_a(TEXTURE);
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MODEL.render(0.0625f);
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