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src/main/java/com/hbm/items/armor/ArmorHazmat.java
51 строка
2 KB
Bob
fixes, some recipes
19 мар 2023, 18:51
19 мар 2023, 18:51
b844adf
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package com.hbm.items.armor; import org.lwjgl.opengl.GL11; import com.hbm.items.ModItems; import com.hbm.lib.RefStrings; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; public class ArmorHazmat extends ArmorFSB { private ResourceLocation hazmatBlur = new ResourceLocation(RefStrings.MODID + ":textures/misc/overlay_hazmat.png"); public ArmorHazmat(ArmorMaterial material, int slot, String texture) { super(material, slot, texture); } @SideOnly(Side.CLIENT) public void renderHelmetOverlay(ItemStack stack, EntityPlayer player, ScaledResolution resolution, float partialTicks, boolean hasScreen, int mouseX, int mouseY) { if(this != ModItems.hazmat_helmet && this != ModItems.hazmat_paa_helmet) return; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_ALPHA_TEST); Minecraft.getMinecraft().getTextureManager().bindTexture(hazmatBlur); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, (double) resolution.getScaledHeight(), -90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV((double) resolution.getScaledWidth(), (double) resolution.getScaledHeight(), -90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV((double) resolution.getScaledWidth(), 0.0D, -90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); } }