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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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sesbian lex
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@ -6,6 +6,7 @@ import com.hbm.blocks.BlockDummyable;
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import com.hbm.blocks.ModBlocks;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.item.ItemRenderBase;
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import com.hbm.tileentity.machine.TileEntityMachineAssemblyFactory;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.item.Item;
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@ -29,8 +30,107 @@ public class RenderAssemblyFactory extends TileEntitySpecialRenderer implements
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case 5: GL11.glRotatef(270, 0F, 1F, 0F); break;
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}
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TileEntityMachineAssemblyFactory assemfac = (TileEntityMachineAssemblyFactory) tileEntity;
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bindTexture(ResourceManager.assembly_factory_tex);
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ResourceManager.assembly_factory.renderAll();
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ResourceManager.assembly_factory.renderPart("Base");
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if(assemfac.frame) ResourceManager.assembly_factory.renderPart("Frame");
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double[] arm1 = new double[] {-30, -30, -30, -0.125};
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double[] arm2 = new double[] {-30, -30, -30, -0.125};
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double blade = (System.currentTimeMillis() / 1) % 360D;
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GL11.glPushMatrix(); {
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ResourceManager.assembly_factory.renderPart("Slider1");
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GL11.glTranslated(0, 1.625, -0.9375);
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GL11.glRotated(arm1[0], 1, 0, 0);
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GL11.glTranslated(0, -1.625, 0.9375);
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ResourceManager.assembly_factory.renderPart("ArmLower1");
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GL11.glTranslated(0, 2.375, -0.9375);
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GL11.glRotated(arm1[1], 1, 0, 0);
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GL11.glTranslated(0, -2.375, 0.9375);
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ResourceManager.assembly_factory.renderPart("ArmUpper1");
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GL11.glTranslated(0, 2.375, -0.4375);
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GL11.glRotated(arm1[2], 1, 0, 0);
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GL11.glTranslated(0, -2.375, 0.4375);
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ResourceManager.assembly_factory.renderPart("Head1");
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GL11.glTranslated(0, arm1[3], 0);
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ResourceManager.assembly_factory.renderPart("Striker1");
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} GL11.glPopMatrix();
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GL11.glPushMatrix(); {
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ResourceManager.assembly_factory.renderPart("Slider2");
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GL11.glTranslated(0, 1.625, 0.9375);
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GL11.glRotated(-arm2[0], 1, 0, 0);
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GL11.glTranslated(0, -1.625, -0.9375);
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ResourceManager.assembly_factory.renderPart("ArmLower2");
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GL11.glTranslated(0, 2.375, 0.9375);
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GL11.glRotated(-arm2[1], 1, 0, 0);
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GL11.glTranslated(0, -2.375, -0.9375);
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ResourceManager.assembly_factory.renderPart("ArmUpper2");
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GL11.glTranslated(0, 2.375, 0.4375);
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GL11.glRotated(-arm2[2], 1, 0, 0);
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GL11.glTranslated(0, -2.375, -0.4375);
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ResourceManager.assembly_factory.renderPart("Head2");
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GL11.glTranslated(0, arm2[3], 0);
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ResourceManager.assembly_factory.renderPart("Striker2");
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GL11.glTranslated(0, 1.625, 0.3125);
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GL11.glRotated(-blade, 1, 0, 0);
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GL11.glTranslated(0, -1.625, -0.3125);
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ResourceManager.assembly_factory.renderPart("Blade2");
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} GL11.glPopMatrix();
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GL11.glPushMatrix(); {
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ResourceManager.assembly_factory.renderPart("Slider3");
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GL11.glTranslated(0, 1.625, 0.9375);
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GL11.glRotated(-arm2[0], 1, 0, 0);
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GL11.glTranslated(0, -1.625, -0.9375);
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ResourceManager.assembly_factory.renderPart("ArmLower3");
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GL11.glTranslated(0, 2.375, 0.9375);
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GL11.glRotated(-arm2[1], 1, 0, 0);
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GL11.glTranslated(0, -2.375, -0.9375);
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ResourceManager.assembly_factory.renderPart("ArmUpper3");
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GL11.glTranslated(0, 2.375, 0.4375);
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GL11.glRotated(-arm2[2], 1, 0, 0);
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GL11.glTranslated(0, -2.375, -0.4375);
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ResourceManager.assembly_factory.renderPart("Head3");
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GL11.glTranslated(0, arm2[3], 0);
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ResourceManager.assembly_factory.renderPart("Striker3");
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} GL11.glPopMatrix();
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GL11.glPushMatrix(); {
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ResourceManager.assembly_factory.renderPart("Slider4");
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GL11.glTranslated(0, 1.625, -0.9375);
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GL11.glRotated(arm1[0], 1, 0, 0);
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GL11.glTranslated(0, -1.625, 0.9375);
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ResourceManager.assembly_factory.renderPart("ArmLower4");
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GL11.glTranslated(0, 2.375, -0.9375);
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GL11.glRotated(arm1[1], 1, 0, 0);
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GL11.glTranslated(0, -2.375, 0.9375);
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ResourceManager.assembly_factory.renderPart("ArmUpper4");
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GL11.glTranslated(0, 2.375, -0.4375);
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GL11.glRotated(arm1[2], 1, 0, 0);
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GL11.glTranslated(0, -2.375, 0.4375);
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ResourceManager.assembly_factory.renderPart("Head4");
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GL11.glTranslated(0, arm1[3], 0);
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ResourceManager.assembly_factory.renderPart("Striker4");
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GL11.glTranslated(0, 1.625, -0.3125);
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GL11.glRotated(blade, 1, 0, 0);
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GL11.glTranslated(0, -1.625, 0.3125);
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ResourceManager.assembly_factory.renderPart("Blade4");
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} GL11.glPopMatrix();
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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@ -2,6 +2,7 @@ package com.hbm.tileentity.machine;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Random;
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import com.hbm.blocks.ModBlocks;
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import com.hbm.interfaces.IControlReceiver;
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@ -24,6 +25,7 @@ import com.hbm.tileentity.IGUIProvider;
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import com.hbm.tileentity.IUpgradeInfoProvider;
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import com.hbm.tileentity.TileEntityMachineBase;
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import com.hbm.tileentity.TileEntityProxyDyn.IProxyDelegateProvider;
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import com.hbm.tileentity.machine.TileEntityMachineAssemblyMachine.AssemblerArm.ArmActionState;
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import com.hbm.util.BobMathUtil;
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import com.hbm.util.fauxpointtwelve.DirPos;
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import com.hbm.util.i18n.I18nUtil;
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@ -181,6 +183,9 @@ public class TileEntityMachineAssemblyFactory extends TileEntityMachineBase impl
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this.networkPackNT(100);
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} else {
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if(worldObj.getTotalWorldTime() % 20 == 0) {
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frame = !worldObj.getBlock(xCoord, yCoord + 3, zCoord).isAir(worldObj, xCoord, yCoord + 3, zCoord);
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}
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}
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}
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@ -404,4 +409,52 @@ public class TileEntityMachineAssemblyFactory extends TileEntityMachineBase impl
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@Override public FluidTank[] getAllTanks() { return TileEntityMachineAssemblyFactory.this.getAllTanks(); }
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}
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public static class TragicYuri {
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}
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public static class AssemblerArm {
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public double[] angles = new double[4];
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public double[] prevAngles = new double[4];
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public double[] targetAngles = new double[4];
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public double[] speed = new double[4];
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public double sawAngle;
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public double prevSawAngle;
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Random rand = new Random();
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ArmActionState state = ArmActionState.ASSUME_POSITION;
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int actionDelay = 0;
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boolean saw = false;
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public AssemblerArm() {
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this.resetSpeed();
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}
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private void resetSpeed() {
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speed[0] = 15; //Pivot
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speed[1] = 15; //Arm
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speed[2] = 15; //Piston
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speed[3] = 0.5; //Striker
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}
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public double[] getPositions(float interp) {
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return new double[] {
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BobMathUtil.interp(this.prevAngles[0], this.angles[0], interp),
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BobMathUtil.interp(this.prevAngles[1], this.angles[1], interp),
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BobMathUtil.interp(this.prevAngles[2], this.angles[2], interp),
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BobMathUtil.interp(this.prevAngles[3], this.angles[3], interp),
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BobMathUtil.interp(this.prevSawAngle, this.sawAngle, interp)
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};
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}
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}
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public static enum YuriState {
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WORKING, RETIRING, SLIDING
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}
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public static enum ArmState {
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REPOSITION, EXTEND, CUT, RETRACT, RETIRE
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}
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}
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