Fix crash on exiting personal pocket dimension #185
@@ -57,8 +57,6 @@ public class RenderMobObelisk extends RenderLiving
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GL11.glDisable(GL11.GL_CULL_FACE);
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GL11.glDisable(GL11.GL_CULL_FACE);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_DEPTH_TEST);
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GL11.glDepthMask(false);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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this.mainModel.onGround = this.renderSwingProgress(par1EntityLivingBase, par9);
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this.mainModel.onGround = this.renderSwingProgress(par1EntityLivingBase, par9);
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@@ -101,8 +99,6 @@ public class RenderMobObelisk extends RenderLiving
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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GL11.glDepthMask(true);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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MinecraftForge.EVENT_BUS.post(new RenderLivingEvent.Post(par1EntityLivingBase, this, x, y, z));
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MinecraftForge.EVENT_BUS.post(new RenderLivingEvent.Post(par1EntityLivingBase, this, x, y, z));
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}
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}
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