Fix large swath of warnings, fix most render-methods
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@@ -56,13 +56,14 @@ public class RenderTransTrapdoor extends TileEntitySpecialRenderer
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for (int count = 0; count < 16; ++count)
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{
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GL11.glPushMatrix();
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float var15 = (float)(16 - count);
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float var15 = 16 - count;
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float var16 = 0.2625F;
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float var17 = 1.0F / (var15 + 1.0F);
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if (count == 0)
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{
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this.bindTextureByName("/RIFT.png");
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// move files into assets/modid and change to new ResourceLocation(modid:/RIFT.png)
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var17 = 0.1F;
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var15 = 25.0F;
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var16 = 0.125F;
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@@ -73,15 +74,16 @@ public class RenderTransTrapdoor extends TileEntitySpecialRenderer
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if (count == 1)
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{
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this.bindTextureByName("/WARP.png");
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// move files into assets/modid and change to new ResourceLocation(modid:/WARP.png)
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
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var16 = .5F;
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}
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GL11.glTranslatef( (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F,0, 0.0F);
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GL11.glTranslatef(0, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F, 0.0F);
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GL11.glTranslatef( Minecraft.getSystemTime() % 200000L / 200000.0F,0, 0.0F);
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GL11.glTranslatef(0, Minecraft.getSystemTime() % 200000L / 200000.0F, 0.0F);
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GL11.glTranslatef(0,0, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F);
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GL11.glTranslatef(0,0, Minecraft.getSystemTime() % 200000L / 200000.0F);
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GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
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@@ -102,10 +104,10 @@ public class RenderTransTrapdoor extends TileEntitySpecialRenderer
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GL11.glMatrixMode(GL11.GL_TEXTURE);
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GL11.glPushMatrix();
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GL11.glLoadIdentity();
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GL11.glTranslatef(0.0F, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F*var15, 0.0F);
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GL11.glTranslatef(0.0F, Minecraft.getSystemTime() % 200000L / 200000.0F*var15, 0.0F);
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GL11.glScalef(var16, var16, var16);
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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GL11.glRotatef((float)(count * count * 4321 + count * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef((count * count * 4321 + count * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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GL11.glBegin(GL11.GL_QUADS);
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