Finished implementing Personal Pockets
-any pocket created from within a personal pocket retains personal
status
-exit doors cannot be used in any personal pockets
-personal status is saved with dimData

fixed a bug that let trapdoors get around locks
fixed FoR not rendering properly
-inventory and world
This commit is contained in:
StevenRS11
2014-06-25 15:26:42 -04:00
parent 1410d4b251
commit 0f3d40ba60
5 changed files with 96 additions and 28 deletions

View File

@@ -15,15 +15,62 @@ public class PrivatePocketRender implements ISimpleBlockRenderingHandler
public PrivatePocketRender(int renderID)
{
super();
PrivatePocketRender.renderID = renderID;
}
@Override
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer)
{
Tessellator tessellator = Tessellator.instance;
float f2;
float f3;
int k;
block.setBlockBoundsForItemRender();
renderer.setRenderBoundsFromBlock(block);
GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, -1.0F, 0.0F);
renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 0, metadata));
tessellator.draw();
}
if (renderer.useInventoryTint)
{
k = block.getRenderColor(metadata);
f2 = (float)(k >> 16 & 255) / 255.0F;
f3 = (float)(k >> 8 & 255) / 255.0F;
float f7 = (float)(k & 255) / 255.0F;
//GL11.glColor4f(f2 * par3, f3 * par3, f7 * par3, 1.0F);
}
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 1.0F, 0.0F);
renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 1, metadata));
tessellator.draw();
if (renderer.useInventoryTint)
{
// GL11.glColor4f(par3, par3, par3, 1.0F);
}
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 0.0F, -1.0F);
renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 2, metadata));
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 0.0F, 1.0F);
renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 3, metadata));
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(-1.0F, 0.0F, 0.0F);
renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 4, metadata));
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(1.0F, 0.0F, 0.0F);
renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 5, metadata));
tessellator.draw();
GL11.glTranslatef(0.5F, 0.5F, 0.5F); }
@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)