Auto stash before merge of "master" and "origin/master"
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@ -7,6 +7,7 @@ package net.montoyo.wd.client.renderers;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.vertex.*;
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import com.mojang.math.Vector3f;
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import net.minecraft.client.renderer.MultiBufferSource;
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import net.minecraft.world.item.ItemStack;
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import net.minecraftforge.api.distmarker.Dist;
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@ -47,18 +48,18 @@ public final class LaserPointerRenderer implements IItemRenderer {
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poseStack.pushPose();
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//Laser pointer
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glPushMatrix();
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glTranslatef(handSideSign * -0.4f * sinSqrtSwingProg1, (float) (0.2f * Math.sin(sqrtSwingProg * PI * 2.0f)), (float) (-0.2f * Math.sin(swingProgress * PI)));
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glTranslatef(handSideSign * 0.56f, -0.52f - equipProgress * 0.6f, -0.72f);
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glRotatef((float) (handSideSign * (45.0f - Math.sin(swingProgress * swingProgress * PI) * 20.0f)), 0.0f, 1.0f, 0.0f);
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glRotatef(handSideSign * sinSqrtSwingProg1 * -20.0f, 0.0f, 0.0f, 1.0f);
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glRotatef(sinSqrtSwingProg1 * -80.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(handSideSign * -30.0f, 0.0f, 1.0f, 0.0f);
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glTranslatef(0.0f, 0.2f, 0.0f);
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glRotatef(10.0f, 1.0f, 0.0f, 0.0f);
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glScalef(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
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poseStack.pushPose();
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poseStack.translate(handSideSign * -0.4f * sinSqrtSwingProg1, (float) (0.2f * Math.sin(sqrtSwingProg * PI * 2.0f)), (float) (-0.2f * Math.sin(swingProgress * PI)));
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poseStack.translate(handSideSign * 0.56f, -0.52f - equipProgress * 0.6f, -0.72f);
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poseStack.mulPose(Vector3f.YP.rotationDegrees((float) (handSideSign * (45.0f - Math.sin(swingProgress * swingProgress * PI) * 20.0f)));
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poseStack.mulPose(Vector3f.ZP.rotationDegrees(handSideSign * sinSqrtSwingProg1 * -20.0f));
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poseStack.mulPose(Vector3f.XP.rotationDegrees(sinSqrtSwingProg1 * -80.0f));
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poseStack.mulPose(Vector3f.YP.rotationDegrees(handSideSign * -30.0f));
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poseStack.translate(0.0f, 0.2f, 0.0f);
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poseStack.mulPose(Vector3f.XP.rotationDegrees(10.0f));
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poseStack.scale(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
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glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
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RenderSystem.setShaderColor(0.5f, 0.5f, 0.5f, 1.0f);
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bb.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION);
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bb.vertex(0.0, 0.0, 0.0).endVertex();
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bb.vertex(1.0, 0.0, 0.0).endVertex();
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@ -81,38 +82,35 @@ public final class LaserPointerRenderer implements IItemRenderer {
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bb.vertex(0.0, 0.0, 4.0).endVertex();
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vb.draw();
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if(isOn) {
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glTranslatef(0.5f, -0.5f, 0.0f);
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matrix1.position(0);
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glGetFloat(GL_MODELVIEW_MATRIX); //Hax to get that damn position
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}
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// if(isOn) {
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// glTranslatef(0.5f, -0.5f, 0.0f);
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// matrix1.position(0);
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// glGetFloat(GL_MODELVIEW_MATRIX); //Hax to get that damn position
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// }
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glPopMatrix();
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poseStack.popPose();
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if(isOn) {
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poseStack.pushPose();
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//Actual laser
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glPushMatrix();
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glLoadIdentity();
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RenderSystem.enableBlend();
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RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.DST_ALPHA);
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glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
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RenderSystem.lineWidth(3.0f);
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matrix1.position(12);
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renderBuffer.put(matrix1.get());
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renderBuffer.put(matrix1.get());
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renderBuffer.put(matrix1.get() - 0.02f); //I know this is stupid, but it's the only thing that worked...
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renderBuffer.put(matrix1.get());
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renderBuffer.position(0);
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glVertexPointer(4, 0, 0 , renderBuffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDrawArrays(GL_LINES, 0, 2);
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glDisableClientState(GL_VERTEX_ARRAY);
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glPopMatrix();
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poseStack.popPose();
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}
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// if(isOn) {
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// //Actual laser
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// glPushMatrix();
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// glLoadIdentity();
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// RenderSystem.enableBlend();
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// RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.DST_ALPHA);
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// glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
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// RenderSystem.lineWidth(3.0f);
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//
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// matrix1.position(12);
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// renderBuffer.put(matrix1.get());
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// renderBuffer.put(matrix1.get());
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// renderBuffer.put(matrix1.get() - 0.02f); //I know this is stupid, but it's the only thing that worked...
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// renderBuffer.put(matrix1.get());
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// renderBuffer.position(0);
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// glVertexPointer(4, 0, 0 , renderBuffer);
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// glEnableClientState(GL_VERTEX_ARRAY);
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// glDrawArrays(GL_LINES, 0, 2);
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// glDisableClientState(GL_VERTEX_ARRAY);
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// glPopMatrix();
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// }
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RenderSystem.enableTexture(); //Fix for shitty minecraft fire
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}
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